Java Code Examples for com.jogamp.opengl.GL3#glDrawBuffer()

The following examples show how to use com.jogamp.opengl.GL3#glDrawBuffer() . 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_320_buffer_uniform.java    From jogl-samples with MIT License 6 votes vote down vote up
@Override
protected boolean begin(GL gl) {

    boolean validated = true;

    GL3 gl3 = (GL3) gl;

    if (validated) {
        validated = initProgram(gl3);
    }
    if (validated) {
        validated = initBuffer(gl3);
    }
    if (validated) {
        validated = initVertexArray(gl3);
    }
    gl3.glEnable(GL_DEPTH_TEST);
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl3.glDrawBuffer(GL_BACK);
    if (!isFramebufferComplete(gl, 0)) {
        return false;
    }
    return validated;
}
 
Example 2
Source File: Gl_320_fbo_depth_multisample.java    From jogl-samples with MIT License 6 votes vote down vote up
private boolean initFramebuffer(GL3 gl3) {

        boolean validated = true;

        gl3.glGenFramebuffers(Framebuffer.MAX, framebufferName);
        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.DEPTH_MULTISAMPLE));
        gl3.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.MULTISAMPLE), 0);
        gl3.glDrawBuffer(GL_NONE);

        if (!isFramebufferComplete(gl3, framebufferName.get(Framebuffer.DEPTH_MULTISAMPLE))) {
            return false;
        }

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        return validated && checkError(gl3, "initFramebuffer");
    }
 
Example 3
Source File: Gl_320_fbo_shadow.java    From jogl-samples with MIT License 6 votes vote down vote up
private boolean initFramebuffer(GL3 gl3) {

        gl3.glGenFramebuffers(1, framebufferName);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(0), 0);
        gl3.glDrawBuffer(GL_NONE);
        if (!isFramebufferComplete(gl3, framebufferName.get(0))) {
            return false;
        }
        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl3.glDrawBuffer(GL_BACK);
        if (!isFramebufferComplete(gl3, 0)) {
            return false;
        }

        return true;
    }
 
Example 4
Source File: Gl_320_fbo_rtt.java    From jogl-samples with MIT License 6 votes vote down vote up
private boolean initFramebuffer(GL3 gl3) {

        gl3.glGenFramebuffers(1, framebufferName);
        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(0), 0);
        gl3.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textureName.get(1), 0);
        gl3.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, textureName.get(2), 0);
        int[] drawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
        gl3.glDrawBuffers(3, drawBuffers, 0);
        if (!isFramebufferComplete(gl3, framebufferName.get(0))) {
            return false;
        }

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        //GL_ARB_ES3_1_compability
        //GLenum const Buffers = GL_BACK; 
        //glDrawBuffers(1, &Buffers);
        gl3.glDrawBuffer(GL_BACK);
        if (!isFramebufferComplete(gl3, 0)) {
            return false;
        }

        return checkError(gl3, "initFramebuffer");
    }
 
Example 5
Source File: Gl_320_fbo_depth.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initFramebuffer(GL3 gl3) {

        gl3.glGenFramebuffers(1, framebufferName);
        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.RENDERBUFFER), 0);
        gl3.glDrawBuffer(GL_NONE);

        if (!isFramebufferComplete(gl3, framebufferName.get(0))) {
            return false;
        }

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        return true;
    }
 
Example 6
Source File: Gl_320_fbo_multisample.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initFramebuffer(GL3 gl3) {

        gl3.glGenFramebuffers(Framebuffer.MAX, framebufferName);

        int[] buffersRender = new int[]{GL_COLOR_ATTACHMENT0};
        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
        gl3.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE), 0);
        gl3.glDrawBuffers(1, buffersRender, 0);
        if (!isFramebufferComplete(gl3, framebufferName.get(Framebuffer.RENDER))) {
            return false;
        }
        int[] buffersResolve = new int[]{GL_COLOR_ATTACHMENT0};
        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
        gl3.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
        gl3.glDrawBuffers(1, buffersResolve, 0);
        if (!isFramebufferComplete(gl3, framebufferName.get(Framebuffer.RESOLVE))) {
            return false;
        }

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl3.glDrawBuffer(GL_BACK);
        if (!isFramebufferComplete(gl3, 0)) {
            return false;
        }

        return checkError(gl3, "initFramebuffer");
    }
 
Example 7
Source File: Gl_320_texture_2d.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;
    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.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, 4.0f / 3.0f, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl3.glDrawBuffer(GL_BACK);

    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    gl3.glDisable(GL_FRAMEBUFFER_SRGB);
    clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind();
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

    gl3.glUseProgram(programName);

    gl3.glDisable(GL_FRAMEBUFFER_SRGB);
    gl3.glActiveTexture(GL_TEXTURE0);
    gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl3.glBindVertexArray(vertexArrayName.get(0));

    gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

    return true;
}
 
Example 8
Source File: Gl_300_fbo_multisample.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
public boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    // Clear the framebuffer
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl3.glUseProgram(programName);
    gl3.glUniform1i(uniformDiffuse, 0);

    // Pass 1
    // Render the scene in a multisampled framebuffer
    gl3.glEnable(GL_MULTISAMPLE);
    renderFBO(gl3, framebufferName.get(Framebuffer.RENDER));
    gl3.glDisable(GL_MULTISAMPLE);

    // Resolved multisampling
    gl3.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
    gl3.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
    gl3.glDrawBuffer(GL_COLOR_ATTACHMENT0);
    gl3.glBlitFramebuffer(
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            GL_COLOR_BUFFER_BIT, GL_LINEAR);
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Pass 2
    // Render the colorbuffer from the multisampled framebuffer
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    renderFB(gl3, textureName.get(Texture.RESOLVE));
    return true;
}