Java Code Examples for com.jogamp.opengl.GL4#glBeginConditionalRender()
The following examples show how to use
com.jogamp.opengl.GL4#glBeginConditionalRender() .
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Example 1
Source File: Gl_430_query_conditional.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.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_()); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Clear color buffer with black gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE); // The first orange quad is not written in the framebuffer. // gl4.glColorMaski(0, false, false, false, false); // Beginning of the samples count query gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, queryName.get(0)); { if (toggle) { // To test the condional rendering, comment this line, the next draw call won't happen. gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } }// End of the samples count query gl4.glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE); // The second blue quad is written in the framebuffer only if a sample pass the occlusion query. gl4.glColorMaski(0, true, true, true, true); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), uniformMaterialOffset, Vec4.SIZE); // Draw only if one sample went through the tests, // we don't need to get the query result which prevent the rendering pipeline to stall. gl4.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT); { // Clear color buffer with white gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); // gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndConditionalRender(); toggle = !toggle; return true; }
Example 2
Source File: Gl_450_query_conditional.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformTransformOffset * 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, 10.0f); /** * A translation of Vec3(0.0f, 0.0f, 0.0f) pushes the square outside the screen, it makes no sense. */ Mat4 model0 = new Mat4(1.0f).translate(new Vec3(0.0f, 0.0f, 0.0f)); Mat4 model1 = new Mat4(1.0f); pointer.position(uniformTransformOffset * 0); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model0).toFa_()); pointer.position(uniformTransformOffset * 1); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model1).toFa_()); pointer.rewind(); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl4.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl4.glClearBufferfv(GL_COLOR, 0, blackColor); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE); // The first orange quad is not written in the framebuffer. gl4.glColorMaski(0, false, false, false, false); // Beginning of the samples count query gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, queryName.get(0)); { if (toggle) { // To test the condional rendering, comment this line, the next draw call won't happen. gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); // End of the samples count query } } gl4.glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE); // The second blue quad is written in the framebuffer only if a sample pass the occlusion query. gl4.glColorMaski(0, true, true, true, true); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformTransformOffset, Mat4.SIZE); // Draw only if one sample went through the tests, // we don't need to get the query result which prevent the rendering pipeline to stall. gl4.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT); { // Clear color buffer with white gl4.glClearBufferfv(GL_COLOR, 0, whiteColor); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndConditionalRender(); gl4.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT_INVERTED); { // Clear color buffer with black gl4.glClearBufferfv(GL_COLOR, 0, blackColor); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), uniformMaterialOffset, Vec4.SIZE); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndConditionalRender(); toggle = !toggle; return true; }