Java Code Examples for com.jogamp.opengl.GL4#glBindImageTexture()

The following examples show how to use com.jogamp.opengl.GL4#glBindImageTexture() . 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: Gl_430_fbo_without_attachment.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindSampler(0, samplerName.get(0));

    // Render
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.RENDER));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(Texture.COLORBUFFER), 0, false, 0, GL_WRITE_ONLY,
            GL_RGBA8);

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);

    // Splash
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);

    return true;
}
 
Example 2
Source File: Gl_430_image_sampling.java    From jogl-samples with MIT License 5 votes vote down vote up
@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 | GL_MAP_UNSYNCHRONIZED_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 1000.0f);
        Mat4 model = new Mat4(1.0f);
        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindImageTexture(0, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8);
    gl4.glBindImageTexture(1, textureName.get(0), 1, false, 0, GL_READ_ONLY, GL_RGBA8);
    gl4.glBindImageTexture(2, textureName.get(0), 2, false, 0, GL_READ_ONLY, GL_RGBA8);

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 3, 0, 0);

    return true;
}
 
Example 3
Source File: Gl_430_image_store.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glDrawBuffer(GL_BACK);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0);

    // Renderer to image
    {
        gl4.glDrawBuffer(GL_NONE);

        gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SAVE));
        gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
    }

    // Read from image
    {
        gl4.glDrawBuffer(GL_BACK);

        gl4.glBindProgramPipeline(pipelineName.get(Pipeline.READ));
        gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
    }

    return true;
}
 
Example 4
Source File: Gl_420_image_store.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glDrawBuffer(GL_BACK);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0.5f).put(2, 1).put(3, 1));

    // Renderer to image
    {
        gl4.glDrawBuffer(GL_NONE);

        gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SAVE));
        gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
    }

    // Read from image
    {
        int border = 8;
        gl4.glEnable(GL_SCISSOR_TEST);
        gl4.glScissorIndexed(0, border, border, (windowSize.x - 2) * border, (windowSize.y - 2) * border);

        gl4.glDrawBuffer(GL_BACK);

        gl4.glBindProgramPipeline(pipelineName.get(Pipeline.READ));
        gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);

        gl4.glDisable(GL_SCISSOR_TEST);
    }

    return true;
}
 
Example 5
Source File: Gl_430_program_compute_image.java    From jogl-samples with MIT License 4 votes vote down vote up
@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.perspectiveFov_((float) Math.PI * 0.25f, 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
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glBindProgramPipeline(pipelineName.get(Program.COMPUTE));
    gl4.glBindImageTexture(Image.POSITION_INPUT, textureName.get(Texture.POSITION_INPUT), 0, false, 0, GL_READ_ONLY,
            GL_RGBA32F);
    gl4.glBindImageTexture(Image.TEXCOORD_INPUT, textureName.get(Texture.TEXCOORD_INPUT), 0, false, 0, GL_READ_ONLY,
            GL_RGBA32F);
    gl4.glBindImageTexture(Image.COLOR_INPUT, textureName.get(Texture.COLOR_INPUT), 0, false, 0, GL_READ_ONLY,
            GL_RGBA32F);
    gl4.glBindImageTexture(Image.POSITION_OUTPUT, textureName.get(Texture.POSITION_OUTPUT), 0, false, 0,
            GL_WRITE_ONLY, GL_RGBA32F);
    gl4.glBindImageTexture(Image.TEXCOORD_OUTPUT, textureName.get(Texture.TEXCOORD_OUTPUT), 0, false, 0,
            GL_WRITE_ONLY, GL_RGBA32F);
    gl4.glBindImageTexture(Image.COLOR_OUTPUT, textureName.get(Texture.COLOR_OUTPUT), 0, false, 0, GL_WRITE_ONLY,
            GL_RGBA32F);

    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glDispatchCompute(vertexCount, 1, 1);

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(Program.GRAPHICS));
    gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.DIFFUSE);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.POSITION);
    gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.POSITION_OUTPUT));
    gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.TEXCOORD);
    gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.TEXCOORD_OUTPUT));
    gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.COLOR);
    gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.COLOR_OUTPUT));

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    return true;
}
 
Example 6
Source File: Gl_430_program_compute_variable_group_size.java    From jogl-samples with MIT License 4 votes vote down vote up
@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.perspectiveFov_((float) Math.PI * 0.25f, 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
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glBindProgramPipeline(pipelineName.get(Program.COMPUTE));
    gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Image.DIFFUSE);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.INPUT));
    gl4.glBindImageTexture(ImageUnit.OUTPUT, textureName.get(Texture.OUTPUT), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8);
    Vec2i workGroupSize = new Vec2i(32);
    Vec2i ndRange = textureSize.div_(workGroupSize); 
    gl4.glDispatchComputeGroupSizeARB(
            ndRange.x, ndRange.y, 1, // (8, 8, 1)
            workGroupSize.x, workGroupSize.y, 1); // (32, 32, 1)
    
    gl4.glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
    
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, white);

    gl4.glBindProgramPipeline(pipelineName.get(Program.GRAPHICS));
    gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Image.DIFFUSE);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.OUTPUT));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    return true;
}
 
Example 7
Source File: Gl_500_shader_group_nv.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
                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
        gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
    }

    gl4.glEnable(GL_DEPTH_TEST);
    gl4.glDepthFunc(GL_LESS);

    gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_UNSIGNED_BYTE, clearColorBuffer);
    gl4.glClearTexImage(textureName.get(Texture.RENDERBUFFER), 0, GL_DEPTH_COMPONENT, GL_FLOAT, clearRenderBuffer);
    gl4.glClearTexImage(textureName.get(Texture.INVOCATION_COUNT), 0, GL_RED_INTEGER, GL_UNSIGNED_INT,
            clearInvocationCount);

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x * FRAMEBUFFER_SCALE, windowSize.y * FRAMEBUFFER_SCALE);

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_WRITE_ONLY, GL_R32UI);

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0);

    gl4.glDisable(GL_DEPTH_TEST);

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
    gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_READ_ONLY, GL_R32UI);

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);

    return true;
}
 
Example 8
Source File: Gl_440_fbo_without_attachment.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName[Buffer.TRANSFORM]);
        ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, 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);
    }

    // Render
    FloatBuffer clearBuffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f});
    gl4.glClearTexImage(textureName[Texture.COLORBUFFER], 0, GL_RGBA, GL_FLOAT, clearBuffer);
    BufferUtils.destroyDirectBuffer(clearBuffer);

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x * supersampling, windowSize.y * supersampling);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName[0]);
    gl4.glBindSampler(0, samplerName[Pipeline.RENDER]);
    gl4.glBindVertexArray(vertexArrayName[Pipeline.RENDER]);

    gl4.glBindProgramPipeline(pipelineName[Pipeline.RENDER]);
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.DIFFUSE]);
    gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName[Texture.COLORBUFFER], 0, false, 0, GL_WRITE_ONLY,
            GL_RGBA8);
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]);
    gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName[Buffer.VERTEX]);

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    // Splash
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glBindSampler(0, samplerName[Pipeline.SPLASH]);
    gl4.glBindVertexArray(vertexArrayName[Pipeline.SPLASH]);

    gl4.glBindProgramPipeline(pipelineName[Pipeline.SPLASH]);
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.COLORBUFFER]);

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);

    return true;
}