Java Code Examples for com.jogamp.opengl.GL3#glMapBufferRange()
The following examples show how to use
com.jogamp.opengl.GL3#glMapBufferRange() .
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Example 1
Source File: Gl_320_glsl_builtin_blocks.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.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 2
Source File: Gl_320_program.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); Mat4 mvp = projection.mul(viewMat4()).mul(model); pointer.asFloatBuffer().put(mvp.toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName[Program.USED]); gl3.glUniformBlockBinding(programName[Program.USED], uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glUniformBlockBinding(programName[Program.USED], uniformMaterial, Semantic.Uniform.MATERIAL); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Attach the buffer to UBO binding point semantic::uniform::MATERIAL gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstanced(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1); return true; }
Example 3
Source File: Gl_320_texture_streaming.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); Mat4 mvp = projection.mul(viewMat4()).mul(model); pointer.asFloatBuffer().put(mvp.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, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); 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.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 4
Source File: Gl_320_glsl_input_struct.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.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 5
Source File: Gl_320_texture_2d.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_()); 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 6
Source File: Gl_320_texture_float.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean begin(GL gl) { GL3 gl3 = (GL3) gl; boolean validated = true; if (validated) { validated = initTexture(gl3); } if (validated) { validated = initProgram(gl3); } if (validated) { validated = initBuffer(gl3); } if (validated) { validated = initVertexArray(gl3); } { 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); pointer.asFloatBuffer().put(glm.ortho_(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f).toFa_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glUseProgram(programName); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); return validated && checkError(gl3, "begin"); }
Example 7
Source File: Gl_320_texture_pixel_store.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); Mat4 mvp = projection.mul(viewMat4()).mul(model); pointer.asFloatBuffer().put(mvp.toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); 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.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 8
Source File: Gl_320_primitive_point_quad.java From jogl-samples with MIT License | 5 votes |
private boolean initBuffer(GL3 gl3) { // Generate a buffer object gl3.glGenBuffers(1, bufferName); // Bind the buffer for use gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(0)); vertexCount = 5; // Reserve buffer memory but don't copy the values gl3.glBufferData(GL_ARRAY_BUFFER, glf.Vertex_v4fc4f.SIZE * vertexCount, null, GL_STATIC_DRAW); ByteBuffer data = gl3.glMapBufferRange(GL_ARRAY_BUFFER, 0, // Offset glf.Vertex_v4fc4f.SIZE * vertexCount, // Size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); float[] floatArray = { 0.0f, 0.0f, -0.5f, 1.0f, 1.0f, 0.0f, +0.0f, 1.0f, 0.2f, 0.0f, +0.5f, 1.0f, 1.0f, 0.5f, +0.0f, 1.0f, 0.4f, 0.0f, +1.5f, 1.0f, 1.0f, 1.0f, +0.0f, 1.0f, 0.6f, 0.0f, +2.5f, 1.0f, 0.0f, 1.0f, +0.0f, 1.0f, 0.8f, 0.0f, +3.5f, 1.0f, 0.0f, 0.0f, +1.0f, 1.0f}; data.asFloatBuffer().put(floatArray).rewind(); gl3.glUnmapBuffer(GL_ARRAY_BUFFER); // Unbind the buffer gl3.glBindBuffer(GL_ARRAY_BUFFER, 0); return checkError(gl3, "initArrayBuffer"); }
Example 9
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 10
Source File: Gl_320_query_conditional.java From jogl-samples with MIT License | 4 votes |
private boolean initBuffer(GL3 gl3) { IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1); FloatBuffer positionBuffer = GLBuffers.newDirectFloatBuffer(positionData); gl3.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset); gl3.glGenBuffers(Buffer.MAX, bufferName); gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); gl3.glBufferData(GL_ARRAY_BUFFER, positionSize, positionBuffer, GL_STATIC_DRAW); gl3.glBindBuffer(GL_ARRAY_BUFFER, 0); int uniformTransformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0)); gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); gl3.glBufferData(GL_UNIFORM_BUFFER, uniformTransformBlockSize, null, GL_DYNAMIC_DRAW); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); uniformMaterialOffset = Math.max(Vec4.SIZE, uniformBufferOffset.get(0)); gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.MATERIAL)); gl3.glBufferData(GL_UNIFORM_BUFFER, uniformMaterialOffset * 2, null, GL_STATIC_DRAW); { ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformMaterialOffset * 2, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); float[][] materials = {new float[]{0.0f, 0.5f, 1.0f, 1.0f}, new float[]{1.0f, 0.5f, 0.0f, 1.0f}}; for (int i = 0; i < materials.length; i++) { for (int j = 0; j < materials[0].length; j++) { pointer.putFloat(i * uniformMaterialOffset + j * Float.BYTES, materials[i][j]); } } pointer.rewind(); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); BufferUtils.destroyDirectBuffer(uniformBufferOffset); BufferUtils.destroyDirectBuffer(positionBuffer); return checkError(gl3, "initBuffer"); }
Example 11
Source File: Gl_320_fbo_blend.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_()); // 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; }
Example 12
Source File: Gl_320_texture_streaming.java From jogl-samples with MIT License | 4 votes |
private boolean initTexture(GL3 gl3) { try { jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE)); jgli.Gl.Format format = jgli.Gl.translate(texture.format()); gl3.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); gl3.glGenTextures(1, textureName); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl3.glTexImage2D(GL_TEXTURE_2D, 0, format.internal.value, texture.dimensions()[0], texture.dimensions()[1], 0, format.external.value, format.type.value, null); int textureSize = texture.size(0); int[] pixelBuffer = {0}; gl3.glGenBuffers(1, pixelBuffer, 0); gl3.glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBuffer[0]); gl3.glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, null, GL_STREAM_DRAW); ByteBuffer pointer = gl3.glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, textureSize, GL_MAP_WRITE_BIT); pointer.put(texture.data(0)).rewind(); gl3.glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); gl3.glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.dimensions()[0], texture.dimensions()[1], format.external.value, format.type.value, 0); gl3.glDeleteBuffers(1, pixelBuffer, 0); gl3.glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } catch (IOException ex) { Logger.getLogger(Gl_320_texture_streaming.class.getName()).log(Level.SEVERE, null, ex); } return true; }
Example 13
Source File: Gl_320_test_scissor.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Vec3 minScissor = new Vec3(10000.f, 10000.f, 10000.f); Vec3 maxScissor = new Vec3(-10000.f, -10000.f, -10000.f); { 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 view = viewMat4(); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul_(view).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); for (int i = 0; i < vertexCount; ++i) { Vec3 projected = glm.project_( new Vec3(vertexData[i * 4 + 0], vertexData[i * 4 + 1], 0.0f), view.mul_(model), projection, new Vec4(0, 0, windowSize.x, windowSize.y)); minScissor.min(projected); maxScissor.max(projected); } } gl3.glViewport(0, 0, windowSize.x, windowSize.y); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glScissor((int) minScissor.x, (int) minScissor.y, (int) (maxScissor.x - minScissor.x), (int) (maxScissor.y - minScissor.y)); gl3.glEnable(GL_SCISSOR_TEST); clearColor.put(new float[]{0.0f, 0.0f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); 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.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); gl3.glDisable(GL_SCISSOR_TEST); return true; }
Example 14
Source File: Gl_320_draw_multiple.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); { 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); pointer.asFloatBuffer().put(mvp.toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); /** * public void glMultiDrawElementsBaseVertex(int mode, IntBuffer count, * int type, PointerBuffer indices, int drawcount, IntBuffer basevertex) */ gl3.glMultiDrawElementsBaseVertex( GL_TRIANGLES, count, GL_UNSIGNED_INT, indices, 2, baseVertex); return true; }
Example 15
Source File: Gl_320_fbo.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_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); //glEnable(GL_FRAMEBUFFER_SRGB); float[] depth = {1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); 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, 1, 0); } { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); //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 16
Source File: Gl_320_fbo_depth_multisample.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); //glm::mat4 Projection = glm::perspectiveFov(glm::pi<float>() * 0.25f, 640.f, 480.f, 0.1f, 100.0f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 8.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(5.0f)); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.DEPTH_MULTISAMPLE)); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); // Bind rendering objects gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform, Semantic.Uniform.TRANSFORM0); 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, 2, 0); // Pass 2 gl3.glDisable(GL_DEPTH_TEST); 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_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); return true; }
Example 17
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 18
Source File: Gl_320_buffer_uniform_shared.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { // Compute the MVP (Model View Projection matrix) Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, .1f, 100f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); float[] diffuse = new float[]{1f, .5f, 0f, 1f}; gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.UNIFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBlockSizeTransform.get(0) + Vec4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); pointer.asFloatBuffer().put(mvp.toFa_()); pointer.position(uniformBlockSizeTransform.get(0)); pointer.asFloatBuffer().put(diffuse); pointer.rewind(); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.UNIFORM), 0, uniformBlockSizeTransform.get(0)); // Attach the buffer to UBO binding point semantic::uniform::MATERIAL gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.UNIFORM), uniformBlockSizeTransform.get(0), uniformBlockSizeMaterial.get(0)); // Bind vertex array & draw gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 19
Source File: Gl_320_fbo_srgb.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); 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.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); // Explicitly convert linear pixel color to sRGB color space, as FramebufferName is an sRGB FBO // Shader execution is done with linear color to get correct linear algebra working. gl3.glEnable(GL_FRAMEBUFFER_SRGB); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); 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, 2, 0); } // Blit the sRGB framebuffer to the default framebuffer back buffer. { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); // Uncomment to avoid the extra linear to sRGB conversion and hence get correct display 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 20
Source File: Gl_320_fbo_depth_stencil.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; IntBuffer uniformBufferOffsetAlignment = GLBuffers.newDirectIntBuffer(1); { gl3.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffsetAlignment); uniformBufferOffsetAlignment.put(0, glm.ceilMultiple(Mat4.SIZE, uniformBufferOffsetAlignment.get(0))); gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBufferOffsetAlignment.get(0) * 2, 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()).scale(new Vec3(1.00f)).toFa_()); pointer.position(uniformBufferOffsetAlignment.get(0) * 1); pointer.asFloatBuffer().put(projection.mul(viewMat4()).scale(new Vec3(1.05f)).toFa_()); pointer.rewind(); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl3.glEnable(GL_STENCIL_TEST); gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LEQUAL); gl3.glStencilMask(0xFF); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); 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.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBufferOffsetAlignment.get(0) * 0, uniformBufferOffsetAlignment.get(0)); gl3.glDisable(GL_DEPTH_TEST); gl3.glStencilMask(0xFF); gl3.glStencilFunc(GL_ALWAYS, 1, 0xFF); gl3.glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl3.glBindTexture(GL_TEXTURE_2D, 0); // gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBufferOffsetAlignment.get(0) * 1, uniformBufferOffsetAlignment.get(0)); gl3.glStencilMask(0x00); gl3.glStencilFunc(GL_NOTEQUAL, 1, 0xFF); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } { 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); } BufferUtils.destroyDirectBuffer(uniformBufferOffsetAlignment); return true; }