Java Code Examples for com.jogamp.opengl.GL3#glBeginQuery()
The following examples show how to use
com.jogamp.opengl.GL3#glBeginQuery() .
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_primitive_shading.java From jogl-samples with MIT License | 5 votes |
@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_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.CONSTANT, bufferName.get(Buffer.CONSTANT)); gl3.glBeginQuery(GL_PRIMITIVES_GENERATED, queryName.get(0)); { gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } gl3.glEndQuery(GL_PRIMITIVES_GENERATED); long[] primitivesGenerated = {0}; gl3.glGetQueryObjectui64v(queryName.get(0), GL_QUERY_RESULT, primitivesGenerated, 0); return primitivesGenerated[0] > 0; }
Example 2
Source File: Gl_330_query_time.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); // Beginning of the time query gl3.glBeginQuery(GL_TIME_ELAPSED, queryName.get(0)); // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); // Bind program gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform4f(uniformColor, 1.0f, 0.5f, 0.0f, 1.0f); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArrays(GL_TRIANGLES, 0, vertexCount); // Unbind program gl3.glUseProgram(0); // End of the time query gl3.glEndQuery(GL_TIME_ELAPSED); // Get the count of samples. // If the result of the query isn't here yet, we wait here... gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, time); System.out.println("Time: " + (time.get(0) / 1000.f / 1000.f) + " ms"); return true; }
Example 3
Source File: Gl_320_transform_feedback_interleaved.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer clearColor.put(new float[]{0.0f, 0.0f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); // First draw, capture the attributes // Disable rasterisation, vertices processing only! gl3.glEnable(GL_RASTERIZER_DISCARD); gl3.glUseProgram(programName[Program.TRANSFORM]); gl3.glUniformMatrix4fv(transformUniformMvp, 1, false, mvp.toFa_(), 0); gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.POSITION, bufferName.get(Program.FEEDBACK)); gl3.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM)); gl3.glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queryName.get(0)); gl3.glBeginTransformFeedback(GL_TRIANGLES); { gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndTransformFeedback(); gl3.glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); gl3.glDisable(GL_RASTERIZER_DISCARD); // Second draw, reuse the captured attributes gl3.glUseProgram(programName[Program.FEEDBACK]); IntBuffer primitivesWritten = GLBuffers.newDirectIntBuffer(1); gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, primitivesWritten); gl3.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, primitivesWritten.get(0) * 3, 1); BufferUtils.destroyDirectBuffer(primitivesWritten); return true; }
Example 4
Source File: Gl_320_transform_feedback_separated.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl3.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl3.glClear(GL_COLOR_BUFFER_BIT); // First draw, capture the attributes { // Disable rasterisation, vertices processing only! gl3.glEnable(GL_RASTERIZER_DISCARD); gl3.glUseProgram(programName[Program.TRANSFORM]); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.POSITION, bufferName.get(Buffer.POSITION)); gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.COLOR, bufferName.get(Buffer.COLOR)); gl3.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM)); gl3.glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queryName.get(0)); gl3.glBeginTransformFeedback(GL_TRIANGLES); { gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndTransformFeedback(); gl3.glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); gl3.glDisable(GL_RASTERIZER_DISCARD); } // Second draw, reuse the captured attributes { gl3.glUseProgram(programName[Program.FEEDBACK]); IntBuffer primitivesWritten = GLBuffers.newDirectIntBuffer(1); gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, primitivesWritten); gl3.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, primitivesWritten.get(0) * 3, 1); BufferUtils.destroyDirectBuffer(primitivesWritten); } return true; }
Example 5
Source File: Gl_320_query_occlusion.java From jogl-samples with MIT License | 4 votes |
@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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Samples count query gl3.glBeginQuery(GL_SAMPLES_PASSED, queryName.get(0)); { gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndQuery(GL_SAMPLES_PASSED); // Get the count of samples. // If the result of the query isn't here yet, we wait here... IntBuffer samplesCount = GLBuffers.newDirectIntBuffer(1); gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, samplesCount); System.out.println("Samples (fragments) count: " + samplesCount.get(0)); BufferUtils.destroyDirectBuffer(samplesCount); return true; }
Example 6
Source File: Gl_320_query_conditional.java From jogl-samples with MIT License | 4 votes |
@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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Clear color buffer with black gl3.glClearBufferfv(GL_COLOR, 0, clearBlackColor); // Bind program gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Mat4.SIZE); // The first orange quad is not written in the framebuffer. gl3.glColorMaski(0, false, false, false, false); // Beginning of the samples count query gl3.glBeginQuery(GL_SAMPLES_PASSED, queryName.get(0)); { // Added a boolean flag to trigger the conditional rendering without commenting anything if (toggle) { // To test the condional rendering, comment this line, the next draw call won't happen. gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); // End of the samples count query } } gl3.glEndQuery(GL_SAMPLES_PASSED); // The second blue quad is written in the framebuffer only if a sample pass the occlusion query. gl3.glColorMaski(0, true, true, true, true); gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), uniformMaterialOffset, Mat4.SIZE); // Draw only if one sample went through the tests, // we don't need to get the query result which prevent the rendering pipeline to stall. gl3.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT); { // Clear color buffer with white gl3.glClearBufferfv(GL_COLOR, 0, clearWhiteColor); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndConditionalRender(); toggle = !toggle; return true; }
Example 7
Source File: Gl_330_query_occlusion.java From jogl-samples with MIT License | 4 votes |
@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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); projection.mul(viewMat4()).mul(model).toDbb(pointer); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Samples count query gl3.glBeginQuery(GL_ANY_SAMPLES_PASSED, queryName.get(0)); { gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndQuery(GL_ANY_SAMPLES_PASSED); // Get the count of samples. // If the result of the query isn't here yet, we wait here... gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, samplesCount); System.out.println("any samples passed: " + (samplesCount.get(0) == GL_TRUE)); return true; }
Example 8
Source File: Gl_330_query_conditional.java From jogl-samples with MIT License | 4 votes |
@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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); projection.mul(viewMat4()).mul(model).toDbb(pointer); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Clear color buffer with black gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); // Bind program gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE); // The first orange quad is not written in the framebuffer. gl3.glColorMaski(0, false, false, false, false); // Beginning of the samples count query gl3.glBeginQuery(GL_ANY_SAMPLES_PASSED, queryName.get(0)); { if (toggle) { // To test the condional rendering, comment this line, the next draw call won't happen. gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } } // End of the samples count query gl3.glEndQuery(GL_ANY_SAMPLES_PASSED); // The second blue quad is written in the framebuffer only if a sample pass the occlusion query. gl3.glColorMaski(0, true, true, true, true); gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), uniformMaterialOffset, Vec4.SIZE); // Draw only if one sample went through the tests, // we don't need to get the query result which prevent the rendering pipeline to stall. gl3.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT); { // Clear color buffer with white gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndConditionalRender(); toggle = !toggle; return true; }