Java Code Examples for com.jogamp.opengl.GL3#glScissor()
The following examples show how to use
com.jogamp.opengl.GL3#glScissor() .
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Example 1
Source File: Gl_320_primitive_sprite.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 view = viewMat4(); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul_(view).mul(model); Mat4 mv = view.mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor0); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glEnable(GL_SCISSOR_TEST); gl3.glScissor(windowSize.x / 4, windowSize.y / 4, windowSize.x / 2, windowSize.y / 2); gl3.glViewport((int) (windowSize.x * 0.25f), (int) (windowSize.y * 0.25f), (int) (windowSize.x * 0.5f), (int) (windowSize.y * 0.5f)); gl3.glClearBufferfv(GL_COLOR, 0, clearColor1); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glDisable(GL_SCISSOR_TEST); gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMv, 1, false, mv.toFa_(), 0); 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_POINTS, 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 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 4
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 5
Source File: Gl_320_fbo_multisample_explicit.java From jogl-samples with MIT License | 4 votes |
private void resolveMultisampling(GL3 gl3) { Mat4 perspective = glm.ortho_(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 100.0f); Mat4 viewFlip = new Mat4(1.0f).scale(new Vec3(1.0f, -1.0f, 1.0f)); Mat4 view = viewFlip.translate(new Vec3(0.0f, 0.0f, -cameraDistance() * 1.0f)); Mat4 model = new Mat4(1.0f); Mat4 mvp = perspective.mul(view).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE_COLORBUFFER)); 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 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; }