Java Code Examples for com.jogamp.opengl.GL4#glBlitFramebuffer()

The following examples show how to use com.jogamp.opengl.GL4#glBlitFramebuffer() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Gl_430_direct_state_access_ext.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;
    {
        ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
                0, uniformBlockSize, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, FRAMEBUFFER_SIZE.x / FRAMEBUFFER_SIZE.y, 0.1f,
                100.0f);
        pointer.position(0);
        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(new Mat4(1)).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
    }

    gl4.glBindProgramPipeline(pipelineName.get(0));

    // Step 1: render the scene in a multisampled framebuffer
    renderFBO(gl4);

    // Step 2: resolve MSAA
    gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
    gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
    gl4.glBlitFramebuffer(
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);

    // Step 3: Blit resolved colorbuffer. Resolve and blit can't be done in a single step
    gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
    gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
    gl4.glBlitFramebuffer(
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            0, 0, windowSize.x, windowSize.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);

    return true;
}
 
Example 2
Source File: Gl_400_fbo_multisample.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glUseProgram(programName);
    gl4.glUniform1i(uniformDiffuse, 0);

    // Pass 1, render the scene in a multisampled framebuffer
    gl4.glEnable(GL_MULTISAMPLE);
    gl4.glEnable(GL_SAMPLE_SHADING);
    gl4.glMinSampleShading(4 / 2.0f);

    float[] min = {0};
    gl4.glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE, min, 0);
    //glEnable(GL_SAMPLE_MASK);
    //glSampleMaski(0, 0xFF);
    renderFBO(gl4, framebufferName.get(Framebuffer.RENDER));
    gl4.glDisable(GL_MULTISAMPLE);

    // Resolved multisampling
    gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
    gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
    gl4.glBlitFramebuffer(
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Pass 2, render the colorbuffer from the multisampled framebuffer
    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    renderFB(gl4, textureName.get(Texture.COLOR));

    return true;
}
 
Example 3
Source File: Gl_430_fbo_invalidate.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(
                GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, windowSize.x, windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    //////////////////////////////
    // Render multisampled texture
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));

    gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));

    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.MULTISAMPLE));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.MULTISAMPLE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glEnable(GL_MULTISAMPLE);
    {
        gl4.glDrawArraysInstancedBaseInstance(GL_LINE_LOOP, 0, vertexData.length / 2, 3, 0);
    }
    gl4.glDisable(GL_MULTISAMPLE);

    //////////////////////////
    // Resolving multisampling
    gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
    gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.COLOR));
    gl4.glBlitFramebuffer(
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);

    int[] attachments = {GL_COLOR_ATTACHMENT0};
    gl4.glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, attachments, 0);

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    //////////////////////////////////////
    // Render resolved multisample texture
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    //glDisable(GL_MULTISAMPLE);
    gl4.glActiveTexture(GL_TEXTURE0);
    //glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, TextureName[texture::MULTISAMPLE]);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 6, 1, 0);

    return true;
}
 
Example 4
Source File: Gl_420_sampler_fetch.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    Vec2i framebufferSize = windowSize.mul_(FRAMEBUFFER_SCALE);

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, windowSize.x * 0.5f / windowSize.y, 0.1f, 1000.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model.scale(new Vec3(4.f))).toDbb(pointer);

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    gl4.glViewportIndexedf(0, 0, 0, framebufferSize.x, framebufferSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));

    gl4.glBindProgramPipeline(pipelineName.get(Program.PROG));
    gl4.glViewportIndexedf(0, framebufferSize.x * 0.5f * 0.0f, 0, framebufferSize.x * 0.5f, framebufferSize.y);
    gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    gl4.glBindProgramPipeline(pipelineName.get(Program.FUNC));
    gl4.glViewportIndexedf(0, framebufferSize.x * 0.5f * 1.0f, 0, framebufferSize.x * 0.5f, framebufferSize.y);
    gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(0));
    gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
    gl4.glBlitFramebuffer(
            0, 0, framebufferSize.x, framebufferSize.y,
            0, 0, windowSize.x, windowSize.y,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);

    return true;
}
 
Example 5
Source File: Gl_420_primitive_line_aa.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(
                GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, windowSize.x, windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    //////////////////////////////
    // Render multisampled texture
    //glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
    //glEnable(GL_MULTISAMPLE);
    gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));

    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.MULTISAMPLE));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.MULTISAMPLE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glDrawArraysInstancedBaseInstance(GL_LINE_LOOP, 0, vertexData.length, 3, 0);

    //////////////////////////
    // Resolving multisampling
    gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
    gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.COLOR));
    gl4.glBlitFramebuffer(
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    //////////////////////////////////////
    // Render resolved multisample texture
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    //glDisable(GL_MULTISAMPLE);
    gl4.glActiveTexture(GL_TEXTURE0);
    //glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, TextureName[texture::MULTISAMPLE]);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 6, 1, 0);

    return true;
}