Java Code Examples for com.jogamp.opengl.GL3#glBindSampler()
The following examples show how to use
com.jogamp.opengl.GL3#glBindSampler() .
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Example 1
Source File: Gl_330_sampler_object.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, 1000.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(3.0f)); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, .5f).put(2, 1).put(3, 1)); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse[Diffuse.A], Diffuse.A); gl3.glUniform1i(uniformDiffuse[Diffuse.B], Diffuse.B); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindSampler(0, samplerName.get(Sampler.B)); gl3.glActiveTexture(GL_TEXTURE1); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindSampler(1, samplerName.get(Sampler.A)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 2
Source File: Gl_330_sampler_anisotropy_ext.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, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glScissor(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, .5f).put(2, 1).put(3, 1)); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse, 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); for (int index = 0; index < Viewport.MAX; ++index) { gl3.glScissor(viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); gl3.glBindSampler(0, samplerName.get(index)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, 0); return true; }
Example 3
Source File: Gl_330_fbo_multisample_explicit_nv.java From jogl-samples with MIT License | 5 votes |
private void renderFBO(GL3 gl3) { Mat4 perspective = glm.perspective_((float) Math.PI * 0.25f, (float) FRAMEBUFFER_SIZE.x / FRAMEBUFFER_SIZE.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(1, -1, 1)); Mat4 mvp = perspective.mul(viewMat4()).mul(model); gl3.glEnable(GL_DEPTH_TEST); gl3.glUseProgram(programName[Program.THROUGH]); gl3.glUniform1i(uniformDiffuse[Program.THROUGH], 0); gl3.glUniformMatrix4fv(uniformMvp[Program.THROUGH], 1, false, mvp.toFa_(), 0); gl3.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1)); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindSampler(0, samplerName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); gl3.glDisable(GL_DEPTH_TEST); checkError(gl3, "renderFBO"); }
Example 4
Source File: Gl_330_fbo_multisample_explicit_nv.java From jogl-samples with MIT License | 5 votes |
private void resolveMultisampling(GL3 gl3) { Mat4 perspective = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = perspective.mul(viewMat4()).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_RENDERBUFFER_NV, textureName.get(Texture.COLOR)); gl3.glBindSampler(0, samplerName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glEnable(GL_SCISSOR_TEST); // Box { gl3.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2); gl3.glUseProgram(programName[Program.RESOLVE_BOX]); gl3.glUniform1i(uniformDiffuse[Program.RESOLVE_BOX], 0); gl3.glUniformMatrix4fv(uniformMvp[Program.RESOLVE_BOX], 1, false, mvp.toFa_(), 0); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); } // Near { gl3.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2); gl3.glUseProgram(programName[Program.RESOLVE_NEAR]); gl3.glUniform1i(uniformDiffuse[Program.RESOLVE_NEAR], 0); gl3.glUniformMatrix4fv(uniformMvp[Program.RESOLVE_NEAR], 1, false, mvp.toFa_(), 0); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); } gl3.glDisable(GL_SCISSOR_TEST); }
Example 5
Source File: Gl_330_sampler_wrap.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, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse, 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); for (int Index = 0; Index < Viewport.MAX; ++Index) { gl3.glViewport(viewport[Index].x, viewport[Index].y, viewport[Index].z, viewport[Index].w); gl3.glBindSampler(0, samplerName.get(Index)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 6
Source File: Gl_330_sampler_filter.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, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glScissor(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glBindSampler(Viewport.V00, samplerName.get(Viewport.V00)); gl3.glBindSampler(Viewport.V10, samplerName.get(Viewport.V10)); gl3.glBindSampler(Viewport.V11, samplerName.get(Viewport.V11)); gl3.glBindSampler(Viewport.V01, samplerName.get(Viewport.V01)); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glActiveTexture(GL_TEXTURE1); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glActiveTexture(GL_TEXTURE2); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glActiveTexture(GL_TEXTURE3); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); for (int index = 0; index < Viewport.MAX; ++index) { gl3.glUniform1i(uniformDiffuse, index); gl3.glScissor(viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 7
Source File: Gl_330_blend_rtt.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; // Pass 1 { gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glViewport(0, 0, windowSize.x >> 1, windowSize.y >> 1); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl3.glClearBufferfv(GL_COLOR, 1, clearColor); gl3.glClearBufferfv(GL_COLOR, 2, clearColor); gl3.glClearBufferfv(GL_COLOR, 3, clearColor); } // Pass 2 gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl3.glUseProgram(programNameSingle); { Mat4 projection = glm.ortho_(-2.0f, 2.0f, -1.5f, 1.5f, -1.0f, 1.0f); Mat4 view = new Mat4(1.0f); Mat4 model = new Mat4(0.2f); Mat4 mvp = projection.mul(view).mul(model); gl3.glUniformMatrix4fv(uniformMvpSingle, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuseSingle, 0); } for (int i = 0; i < Texture.MAX; ++i) { gl3.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(i)); gl3.glBindSampler(0, samplerName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }