Java Code Examples for com.jogamp.opengl.GL3#glUniformBlockBinding()
The following examples show how to use
com.jogamp.opengl.GL3#glUniformBlockBinding() .
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Example 1
Source File: Gl_320_fbo_shadow.java From jogl-samples with MIT License | 6 votes |
private void renderFramebuffer(GL3 gl3) { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName[Program.RENDER]); gl3.glUniform1i(uniformShadow, 0); gl3.glUniformBlockBinding(programName[Program.RENDER], uniformTransform[Program.RENDER], Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(Program.RENDER)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl3.glDisable(GL_DEPTH_TEST); checkError(gl3, "renderFramebuffer"); }
Example 2
Source File: Gl_320_texture_float.java From jogl-samples with MIT License | 5 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; if (validated) { ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram shaderProgram = new ShaderProgram(); shaderProgram.add(vertShaderCode); shaderProgram.add(fragShaderCode); shaderProgram.init(gl3); programName = shaderProgram.program(); gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position"); gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord"); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); shaderProgram.link(gl3, System.out); } if (validated) { gl3.glUniformBlockBinding( programName, gl3.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); gl3.glUseProgram(programName); gl3.glUniform1i(gl3.glGetUniformLocation(programName, "diffuse"), 0); uniformLayer = gl3.glGetUniformLocation(programName, "layer"); gl3.glUseProgram(0); } return validated & checkError(gl3, "initProgram"); }
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_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 5
Source File: Gl_320_buffer_uniform.java From jogl-samples with MIT License | 5 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; if (validated) { ShaderCode vertShader = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShader = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram program = new ShaderProgram(); program.add(vertShader); program.add(fragShader); program.init(gl3); programName = program.program(); gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position"); gl3.glBindAttribLocation(programName, Semantic.Attr.NORMAL, "normal"); gl3.glBindAttribLocation(programName, Semantic.Attr.COLOR, "color"); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); program.link(gl3, System.out); } if (validated) { uniformPerDraw = gl3.glGetUniformBlockIndex(programName, "PerDraw"); uniformPerPass = gl3.glGetUniformBlockIndex(programName, "PerPass"); uniformPerScene = gl3.glGetUniformBlockIndex(programName, "PerScene"); gl3.glUniformBlockBinding(programName, uniformPerDraw, Uniform.PER_DRAW); gl3.glUniformBlockBinding(programName, uniformPerPass, Uniform.PER_PASS); gl3.glUniformBlockBinding(programName, uniformPerScene, Uniform.PER_SCENE); } return validated & checkError(gl3, "initProgram"); }
Example 6
Source File: Gl_320_draw_without_vertex_attrib.java From jogl-samples with MIT License | 5 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; // Create program if (validated) { ShaderCode vertShader = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShader = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram program = new ShaderProgram(); program.add(vertShader); program.add(fragShader); program.init(gl3); programName = program.program(); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); program.link(gl3, System.out); } // Get variables locations if (validated) { uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform"); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); } return validated & checkError(gl3, "initProgram"); }
Example 7
Source File: Gl_320_draw_range_arrays.java From jogl-samples with MIT License | 5 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; checkError(gl3, "initProgram 0"); // Create program if (validated) { ShaderCode vertShader = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShader = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram program = new ShaderProgram(); program.add(vertShader); program.add(fragShader); program.init(gl3); programName = program.program(); gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position"); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); program.link(gl3, System.out); } // Get variables locations if (validated) { uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform"); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); } return validated & checkError(gl3, "initProgram"); }
Example 8
Source File: Gl_320_draw_base_vertex.java From jogl-samples with MIT License | 5 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; // Create program if (validated) { ShaderCode vertShader = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShader = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram program = new ShaderProgram(); program.add(vertShader); program.add(fragShader); program.init(gl3); programName = program.program(); gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position"); gl3.glBindAttribLocation(programName, Semantic.Attr.COLOR, "color"); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); program.link(gl3, System.out); } // Get variables locations if (validated) { uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform"); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); } return validated & checkError(gl3, "initProgram"); }
Example 9
Source File: Gl_320_draw_multiple.java From jogl-samples with MIT License | 5 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; if (validated) { ShaderCode vertShader = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShader = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram program = new ShaderProgram(); program.add(vertShader); program.add(fragShader); program.init(gl3); programName = program.program(); gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position"); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); program.link(gl3, System.out); } if (validated) { uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform"); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); } return validated & checkError(gl3, "initProgram"); }
Example 10
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 11
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 12
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 13
Source File: Gl_320_query_conditional.java From jogl-samples with MIT License | 5 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; if (validated) { ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram shaderProgram = new ShaderProgram(); shaderProgram.add(vertShaderCode); shaderProgram.add(fragShaderCode); shaderProgram.init(gl3); programName = shaderProgram.program(); gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position"); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); shaderProgram.link(gl3, System.out); } if (validated) { gl3.glUniformBlockBinding( programName, gl3.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); gl3.glUniformBlockBinding( programName, gl3.glGetUniformBlockIndex(programName, "Material"), Semantic.Uniform.MATERIAL); } return validated & checkError(gl3, "initProgram"); }
Example 14
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 15
Source File: Gl_320_texture_2d.java From jogl-samples with MIT License | 4 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; ShaderCode[] shaderCodes = new ShaderCode[Shader.MAX]; if (validated) { shaderCodes[Shader.VERT] = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); shaderCodes[Shader.FRAG] = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram shaderProgram = new ShaderProgram(); shaderProgram.add(shaderCodes[Shader.VERT]); shaderProgram.add(shaderCodes[Shader.FRAG]); shaderProgram.init(gl3); programName = shaderProgram.program(); gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position"); gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord"); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); shaderProgram.link(gl3, System.out); } if (validated) { gl3.glUniformBlockBinding( programName, gl3.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); gl3.glUseProgram(programName); gl3.glUniform1i(gl3.glGetUniformLocation(programName, "diffuse"), 0); gl3.glUseProgram(0); } return validated & checkError(gl3, "initProgram"); }
Example 16
Source File: Gl_320_program_uniform.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, 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_()); 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); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); diffuse.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f,/**/ 0.7f, 0.7f, 0.7f, 1.0f}).rewind(); diffuse.position(0); gl3.glUniform4fv(uniformDiffuse0, 1, diffuse); diffuse.position(4); gl3.glUniform4fv(uniformDiffuse1, 1, diffuse); diffuse.rewind(); //glUniform4fv(UniformDiffuse + 0, 1, &Diffuse[0][0]); //glUniform4fv(UniformDiffuse + 1, 1, &Diffuse[1][0]); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstanced(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1); return true; }
Example 17
Source File: Gl_320_fbo_depth.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, 4.0f / 3.0f, 0.5f, 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(0)); float[] depth = {1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); // 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, 1, 0); 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, textureName.get(Texture.RENDERBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); return true; }
Example 18
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 19
Source File: Gl_330_query_occlusion.java From jogl-samples with MIT License | 3 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl3); shaderProgram.add(vertShaderCode); shaderProgram.add(fragShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl3, System.out); } // Get variables locations if (validated) { gl3.glUniformBlockBinding(programName, gl3.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); } return validated & checkError(gl3, "initProgram"); }
Example 20
Source File: Gl_330_query_conditional.java From jogl-samples with MIT License | 3 votes |
private boolean initProgram(GL3 gl3) { boolean validated = true; if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl3); shaderProgram.add(vertShaderCode); shaderProgram.add(fragShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl3, System.out); } // Get variables locations if (validated) { gl3.glUniformBlockBinding(programName, gl3.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); gl3.glUniformBlockBinding(programName, gl3.glGetUniformBlockIndex(programName, "Material"), Semantic.Uniform.MATERIAL); } return validated & checkError(gl3, "initProgram"); }