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

The following examples show how to use com.jogamp.opengl.GL3#glBlendFunc() . 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: GLRenderer.java    From constellation with Apache License 2.0 5 votes vote down vote up
@Override
public void init(final GLAutoDrawable drawable) {

    initialised = true;
    renderables.sort(Comparator.naturalOrder());

    if (debugGl) {
        drawable.setGL(new DebugGL3(drawable.getGL().getGL3()));
    }
    final GL3 gl = drawable.getGL().getGL3();

    //Look for Graphics cards that work with GL3, but not 3.3.
    //Graphics cards that don't work with GL3 will raise an exception.
    final String thisversion = gl.glGetString(GL.GL_VERSION);

    if (!VersionUtilities.doesVersionMeetMinimum(thisversion, GLInfo.MINIMUM_OPEN_GL_VERSION)) {
        GLInfo.respondToIncompatibleHardwareOrGL(drawable);
    }

    if (printGlCapabilities) {
        GLInfo.printGLCapabilities(gl);
    }

    gl.glEnable(GL3.GL_DEPTH_TEST);
    gl.glDepthFunc(GL3.GL_LEQUAL);
    gl.glEnable(GL3.GL_BLEND);
    gl.glBlendFunc(GL3.GL_SRC_ALPHA, GL3.GL_ONE_MINUS_SRC_ALPHA);
    gl.glEnable(GL3.GL_LINE_SMOOTH);
    gl.glHint(GL3.GL_LINE_SMOOTH_HINT, GL3.GL_NICEST);

    renderables.forEach(renderable -> {
        renderable.init(drawable);
    });

    // Reset to the default framebuffer.
    gl.glBindFramebuffer(GL3.GL_DRAW_FRAMEBUFFER, 0);
}
 
Example 2
Source File: Gl_330_blend_index.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    // Setup blending
    gl3.glEnable(GL_BLEND);
    gl3.glBlendEquation(GL_FUNC_ADD);
    gl3.glBlendFunc(GL_ONE, GL_SRC1_COLOR);

    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);

    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).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, textureName.get(0));

    gl3.glBindVertexArray(vertexArrayName.get(0));
    gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);

    return true;
}
 
Example 3
Source File: NBodyVisualizer.java    From gpu-nbody with MIT License 4 votes vote down vote up
/**
 * Implementation of GLEventListener: Called when the given GLAutoDrawable is to be displayed.
 */
@Override
public void display(final GLAutoDrawable drawable) {

	if (!initialized) {
		return;
	}
	final GL3 gl = (GL3) drawable.getGL();

	// run computation
	// Map OpenGL buffer object for writing from OpenCL
	gl.glFinish();
	simulation.step();

	gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Activate the shader program
	gl.glUseProgram(shaderProgramID);

	// Set the current projection matrix
	final int projectionMatrixLocation = gl.glGetUniformLocation(shaderProgramID, "projectionMatrix");
	gl.glUniformMatrix4fv(projectionMatrixLocation, 1, false, projectionMatrix, 0);

	// Set the current modelview matrix
	final int modelviewMatrixLocation = gl.glGetUniformLocation(shaderProgramID, "modelviewMatrix");
	gl.glUniformMatrix4fv(modelviewMatrixLocation, 1, false, modelviewMatrix, 0);

	final int screenSizeLocation = gl.glGetUniformLocation(shaderProgramID, "screenSize");
	gl.glUniform2f(screenSizeLocation, glComponent.getWidth(), glComponent.getHeight());

	final int spriteSizeLocation = gl.glGetUniformLocation(shaderProgramID, "spriteSize");
	gl.glUniform1f(spriteSizeLocation, 0.1f);

	bodyTexture.enable(gl);
	bodyTexture.bind(gl);
	final int textureLocation = gl.glGetUniformLocation(shaderProgramID, "tex");
	gl.glUniform1i(textureLocation, bodyTexture.getTarget());

	// Render the VBO
	gl.glEnable(GL_TEXTURE_2D);
	gl.glEnable(GL_BLEND);
	gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE);

	final int velLocation = gl.glGetAttribLocation(shaderProgramID, "inVelocity");
	gl.glBindBuffer(GL_ARRAY_BUFFER, velocityVBO);
	gl.glEnableVertexAttribArray(velLocation);
	gl.glVertexAttribPointer(velLocation, 4, GL3.GL_FLOAT, false, 0, 0);

	final int inVertexLocation = gl.glGetAttribLocation(shaderProgramID, "inVertex");
	gl.glBindBuffer(GL_ARRAY_BUFFER, positionVBO);
	gl.glEnableVertexAttribArray(inVertexLocation);
	gl.glVertexAttribPointer(inVertexLocation, 4, GL3.GL_FLOAT, false, 0, 0);

	gl.glDrawArrays(GL_POINTS, 0, simulation.getNumberOfBodies());
}
 
Example 4
Source File: Gl_320_fbo_blend_points.java    From jogl-samples with MIT License 4 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, (float) windowSize.x / windowSize.y, 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 * framebufferScale, windowSize.y * framebufferScale);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);
        gl3.glEnable(GL_FRAMEBUFFER_SRGB);

        gl3.glEnable(GL_BLEND);
        gl3.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        gl3.glUseProgram(programName[Program.RENDER]);

        gl3.glBindVertexArray(vertexArrayName.get(Program.RENDER));
        gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

        gl3.glDrawArraysInstanced(GL_POINTS, 0, 8, 1);

        gl3.glDisable(GL_BLEND);
    }

    {
        gl3.glViewport(0, 0, windowSize.x, windowSize.y);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl3.glDisable(GL_FRAMEBUFFER_SRGB);

        gl3.glUseProgram(programName[Program.SPLASH]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
    }

    return true;
}
 
Example 5
Source File: Gl_320_fbo_srgb_blend.java    From jogl-samples with MIT License 4 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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        pointer.asFloatBuffer().put(projection.mul(viewMat4()).toFa_());

        // Make sure the uniform buffer is uploaded
        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    // Render a textured quad to a sRGB framebuffer object.
    {
        gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale);

        gl3.glEnable(GL_BLEND);
        gl3.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glEnable(GL_FRAMEBUFFER_SRGB);

        gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

        gl3.glUseProgram(programName[Program.TEXTURE]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
        gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
        gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

        gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 100, 0);

        gl3.glDisable(GL_BLEND);
    }

    // Blit the sRGB framebuffer to the default framebuffer back buffer.
    {
        gl3.glViewport(0, 0, windowSize.x, windowSize.y);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl3.glDisable(GL_FRAMEBUFFER_SRGB);

        gl3.glUseProgram(programName[Program.SPLASH]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
    }

    return true;
}
 
Example 6
Source File: Gl_320_fbo_blend.java    From jogl-samples with MIT License 4 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, (float) windowSize.x / windowSize.y, 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 * framebufferScale, windowSize.y * framebufferScale);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);

        gl3.glEnable(GL_BLEND);
        gl3.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        gl3.glUseProgram(programName[Program.TEXTURE]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
        gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
        gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

        gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 100, 0);

        gl3.glDisable(GL_BLEND);
    }

    {
        gl3.glDisable(GL_DEPTH_TEST);

        gl3.glViewport(0, 0, windowSize.x, windowSize.y);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);

        gl3.glUseProgram(programName[Program.SPLASH]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
    }

    return true;
}