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

The following examples show how to use com.jogamp.opengl.GL4#glDisable() . 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_450_direct_state_access.java    From jogl-samples with MIT License 6 votes vote down vote up
private void renderFBO(GL4 gl4) {

        gl4.glEnable(GL_MULTISAMPLE);
        gl4.glEnable(GL_SAMPLE_SHADING);
        gl4.glMinSampleShading(4 / 4.0f);

        gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
        gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);

        gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clearColor);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
                uniformBlockSize);
        gl4.glBindSamplers(0, 1, samplerName);
        gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
        gl4.glBindVertexArray(vertexArrayName.get(0));

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

        gl4.glDisable(GL_MULTISAMPLE);
    }
 
Example 2
Source File: Gl_450_fbo_multisample_explicit.java    From jogl-samples with MIT License 6 votes vote down vote up
private void renderFBO(GL4 gl4, int framebuffer) {

        gl4.glEnable(GL_DEPTH_TEST);

        gl4.glBindProgramPipeline(pipelineName.get(Program.THROUGH));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
                uniformBlockSize);

        gl4.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        float[] depth = {1.0f};
        gl4.glClearBufferfv(GL_DEPTH, 0, depth, 0);
        gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

        textureName.position(Texture.DIFFUSE);
        gl4.glBindTextures(0, 1, textureName);
        textureName.rewind();
        gl4.glBindVertexArray(vertexArrayName.get(0));

        gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);

        gl4.glDisable(GL_DEPTH_TEST);
    }
 
Example 3
Source File: Gl_430_direct_state_access_ext.java    From jogl-samples with MIT License 6 votes vote down vote up
private void renderFBO(GL4 gl4) {
    //glEnable(GL_SAMPLE_MASK);
    //glSampleMaski(0, 0xFF);

    gl4.glEnable(GL_MULTISAMPLE);
    gl4.glEnable(GL_SAMPLE_SHADING);
    gl4.glMinSampleShading(4 / 4.0f);

    gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f));

    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
            uniformBlockSize);
    gl4.glBindSampler(0, samplerName.get(0));
    gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
    gl4.glBindVertexArray(vertexArrayName.get(0));

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

    gl4.glDisable(GL_MULTISAMPLE);
}
 
Example 4
Source File: Gl_400_fbo_shadow.java    From jogl-samples with MIT License 6 votes vote down vote up
private void renderFramebuffer(GL4 gl4) {

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

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

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth);
        gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));

        gl4.glUseProgram(programName[Program.RENDER]);
        gl4.glUniform1i(uniformShadow, 0);
        gl4.glUniformBlockBinding(programName[Program.RENDER], uniformTransform[Program.RENDER],
                Semantic.Uniform.TRANSFORM0);

        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.SHADOWMAP));

        gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER));
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

        gl4.glDisable(GL_DEPTH_TEST);

        checkError(gl4, "renderFramebuffer");
    }
 
Example 5
Source File: Gl_500_direct_state_access_gtc.java    From jogl-samples with MIT License 6 votes vote down vote up
private void renderFBO(GL4 gl4) {

        gl4.glEnable(GL_MULTISAMPLE);
        gl4.glEnable(GL_SAMPLE_SHADING);
        gl4.glMinSampleShading(4.0f);

        gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
        gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
        FloatBuffer clear = GLBuffers.newDirectFloatBuffer(new float[]{0.0f, 0.5f, 1.0f, 1.0f});
        gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clear);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
                uniformBlockSize);
        gl4.glBindSamplers(0, 1, samplerName);
        gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
        gl4.glBindVertexArray(vertexArrayName.get(0));

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

        gl4.glDisable(GL_MULTISAMPLE);
    }
 
Example 6
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 7
Source File: Gl_450_fbo_multisample_explicit.java    From jogl-samples with MIT License 5 votes vote down vote up
private void resolveMultisampling(GL4 gl4) {

        gl4.glViewport(0, 0, windowSize.x, windowSize.y);
        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

        textureName.position(Texture.MULTISAMPLE_COLORBUFFER);
        gl4.glBindTextures(0, 1, textureName);
        textureName.rewind();
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM),
                uniformBlockSize, uniformBlockSize);

        gl4.glEnable(GL_SCISSOR_TEST);

        // Box
        {
            gl4.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2);

            gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_BOX));
            gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
        }

        // Near
        {
            gl4.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2);

            gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_NEAR));
            gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
        }

        gl4.glDisable(GL_SCISSOR_TEST);
    }
 
Example 8
Source File: OpenGLUtil.java    From haxademic with MIT License 5 votes vote down vote up
public static void setQuality(PGraphics pg, int quality) {
		//		pg.hint(p.DISABLE_DEPTH_SORT);
		GL4 gl = getGL4(pg);
//		GL gl = ((PJOGL)pg.beginPGL()).gl.getGL();
		switch ( quality ) {
			case GL_QUALITY_LOW :
//				p.hint(P.DISABLE_OPENGL_2X_SMOOTH);
				gl.glHint (GL4.GL_LINE_SMOOTH_HINT, GL4.GL_FASTEST);
				gl.glHint (GL4.GL_POINT, GL.GL_FASTEST);
				gl.glHint (GL4.GL_POLYGON_SMOOTH_HINT, GL.GL_FASTEST);
//				gl.glHint (GL.GL_POLYGON_SMOOTH_HINT, GL.GL_FASTEST);
				gl.glDisable(GL4.GL_LINE_SMOOTH);
				break;
			case GL_QUALITY_MEDIUM :
//				p.hint(P.ENABLE_OPENGL_2X_SMOOTH);
				gl.glHint (GL4.GL_LINE_SMOOTH_HINT, GL4.GL_FASTEST);
//				gl.glHint (GL4.GL_POINT_SMOOTH_HINT, GL4.GL_FASTEST);
				gl.glHint (GL4.GL_POLYGON_SMOOTH_HINT, GL4.GL_FASTEST);
				gl.glDisable(GL4.GL_LINE_SMOOTH);
				break;
			case GL_QUALITY_HIGH :
				gl.glHint (GL4.GL_LINE_SMOOTH_HINT, GL4.GL_NICEST);
//				gl.glHint (GL4.GL_POINT_SMOOTH_HINT, GL4.GL_NICEST);
				gl.glHint (GL4.GL_POLYGON_SMOOTH, GL4.GL_NICEST);
				gl.glEnable (GL4.GL_LINE_SMOOTH);
				break;
		}
	}
 
Example 9
Source File: Gl_400_transform_feedback_stream.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    // Compute the MVP (Model View Projection matrix)
    Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(viewMat4()).mul(model);

    // Set the display viewport
    gl4.glViewport(0, 0, windowSize.x, windowSize.y);

    // Clear color buffer
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));

    // First draw, capture the attributes
    // Disable rasterisation, vertices processing only!
    gl4.glEnable(GL_RASTERIZER_DISCARD);

    gl4.glUseProgram(transformProgramName);
    gl4.glUniformMatrix4fv(transformUniformMvp, 1, false, mvp.toFa_(), 0);

    gl4.glBindVertexArray(vertexArrayName.get(VertexArray.TRANSFORM_FEEDBACK));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.TRANSFORM_ELEMENT));

    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
    gl4.glBeginTransformFeedback(GL_TRIANGLES);
    {
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
    }
    gl4.glEndTransformFeedback();
    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

    gl4.glDisable(GL_RASTERIZER_DISCARD);

    // Second draw, reuse the captured attributes
    gl4.glUseProgram(feedbackProgramName);

    gl4.glBindVertexArray(vertexArrayName.get(VertexArray.FEEDBACK));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    gl4.glDrawTransformFeedbackStream(GL_TRIANGLES, feedbackName.get(0), 0);

    return true;
}
 
Example 10
Source File: Gl_440_transform_feedback.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        Mat4 model = new Mat4(1.0f);
        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 mvp = projection.mul(viewMat4()).mul(model);

        uniformPointer.asFloatBuffer().put(mvp.toFa_());
    }

    // Set the display viewport
    gl4.glViewportIndexedf(0, 0.0f, 0.0f, windowSize.x, windowSize.y);

    // Clear color buffer
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);

    // First draw, capture the attributes
    // Disable rasterisation, vertices processing only!
    gl4.glEnable(GL_RASTERIZER_DISCARD);

    gl4.glBindProgramPipeline(pipelineName[Program.TRANSFORM]);
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]);
    gl4.glBindVertexArray(vertexArrayName[Program.TRANSFORM]);
    gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName[Buffer.VERTEX], 0, Vec4.SIZE);

    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName[0]);
    gl4.glBeginTransformFeedback(GL_TRIANGLES);
    {
        gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }
    gl4.glEndTransformFeedback();
    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

    gl4.glDisable(GL_RASTERIZER_DISCARD);

    // Second draw, reuse the captured attributes
    gl4.glBindProgramPipeline(pipelineName[Program.FEEDBACK]);
    gl4.glBindVertexArray(vertexArrayName[Program.FEEDBACK]);
    gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName[Buffer.FEEDBACK], 0, glf.Vertex_v4fc4f.SIZE);

    gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName[0]);

    return true;
}
 
Example 11
Source File: Gl_420_fbo.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);

        //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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

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

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

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

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));

    // Bind rendering objects
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0, 0);

    gl4.glDisable(GL_DEPTH_TEST);

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

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

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

    return true;
}
 
Example 12
Source File: Gl_420_transform_feedback_instanced.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) 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);

    gl4.glProgramUniformMatrix4fv(programName[Pipeline.TRANSFORM], transformUniformMvp, 1, false, mvp.toFa_(), 0);
    gl4.glProgramUniformMatrix4fv(programName[Pipeline.FEEDBACK], feedbackUniformMvp, 1, false, mvp.toFa_(), 0);

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

    gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1.0f));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.0f).put(1, 0.0f).put(2, 0.0f).put(3, 1.0f));

    // First draw, capture the attributes
    // Disable rasterisation, vertices processing only!
    gl4.glEnable(GL_RASTERIZER_DISCARD);

    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TRANSFORM));

    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
    gl4.glBeginTransformFeedback(GL_TRIANGLES);
    {
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
    }
    gl4.glEndTransformFeedback();

    gl4.glDisable(GL_RASTERIZER_DISCARD);

    // Second draw, reuse the captured attributes
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.FEEDBACK));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.FEEDBACK));

    gl4.glDrawTransformFeedbackStreamInstanced(GL_TRIANGLE_STRIP, feedbackName.get(0), 0, 5);

    return true;
}
 
Example 13
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 14
Source File: Gl_500_conservative_raster_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.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 16.0f, windowSize.y / 16.0f);

    gl4.glClearBufferfv(GL_COLOR, 0, whiteColor);

    // Bind rendering objects
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 16.0f, windowSize.y / 16.0f);
    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.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL0));

    //glSubpixelPrecisionBiasNV(-8, -8);
    gl4.glEnable(GL_CONSERVATIVE_RASTERIZATION_NV);
    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL1));

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

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

    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
    gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER));

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

    return true;
}
 
Example 15
Source File: Gl_400_fbo_shadow.java    From jogl-samples with MIT License 4 votes vote down vote up
private void renderShadow(GL4 gl4) {

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

        gl4.glViewport(0, 0, shadowSize.x, shadowSize.y);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.SHADOW));
        gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));

        // Bind rendering objects
        gl4.glUseProgram(programName[Program.DEPTH]);
        gl4.glUniformBlockBinding(programName[Program.DEPTH], uniformTransform[Program.DEPTH],
                Semantic.Uniform.TRANSFORM0);

        gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER));
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

        gl4.glDisable(GL_DEPTH_TEST);

        checkError(gl4, "renderShadow");
    }
 
Example 16
Source File: Gl_400_texture_derivative.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE);

    // Update of the uniform buffer
    {
        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, 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
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

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

    gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    
    gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0,1));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));

    gl4.glUseProgram(programName[Program.TEXTURE]);
    gl4.glUniform1i(uniformDiffuse[Program.TEXTURE], 0);
    gl4.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform,
            Semantic.Uniform.TRANSFORM0);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glEnable(GL_SCISSOR_TEST);
    {
        gl4.glScissor(0, 0, framebufferSize.x / 2, framebufferSize.y);
        gl4.glUniform1i(uniformUseGrad, 1);
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);

        gl4.glScissor(framebufferSize.x / 2, 0, framebufferSize.x / 2, framebufferSize.y);
        gl4.glUniform1i(uniformUseGrad, 0);
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);
    }
    gl4.glDisable(GL_SCISSOR_TEST);

    gl4.glDisable(GL_DEPTH_TEST);
    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glUseProgram(programName[Program.SPLASH]);
    gl4.glUniform1i(uniformDiffuse[Program.SPLASH], 0);
    gl4.glUniform1f(uniformFramebufferSize, FRAMEBUFFER_SIZE);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

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

    return true;
}
 
Example 17
Source File: Gl_400_transform_feedback_object.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    // Compute the MVP (Model View Projection matrix)
    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM0));
        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);

    // Clear color buffer
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));

    // First draw, capture the attributes
    // Disable rasterisation, vertices processing only!
    gl4.glEnable(GL_RASTERIZER_DISCARD);

    gl4.glUseProgram(transformProgramName);

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

    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
    gl4.glBeginTransformFeedback(GL_TRIANGLES);
    gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    gl4.glEndTransformFeedback();
    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

    gl4.glDisable(GL_RASTERIZER_DISCARD);

    // Second draw, reuse the captured attributes
    gl4.glUseProgram(feedbackProgramName);

    gl4.glBindVertexArray(vertexArrayName.get(VertexArray.FEEDBACK));
    gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName.get(0));

    return true;
}
 
Example 18
Source File: Gl_450_transform_feedback_arb.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        Mat4 model = new Mat4(1.0f);
        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 mvp = projection.mul(viewMat4()).mul(model);

        uniformPointer.asFloatBuffer().put(mvp.toFa_());
    }

    // Set the display viewport
    gl4.glViewportIndexedf(0, 0.0f, 0.0f, windowSize.x, windowSize.y);

    // Clear color buffer
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);

    // First draw, capture the attributes
    // Disable rasterisation, vertices processing only!
    gl4.glEnable(GL_RASTERIZER_DISCARD);

    gl4.glBindProgramPipeline(pipelineName.get(Program.TRANSFORM));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM));
    gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vec4.SIZE);

    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));

    gl4.glBeginQueryIndexed(GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB, 0, queryName.get(0));
    gl4.glBeginTransformFeedback(GL_TRIANGLES);
    {
        gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }
    gl4.glEndTransformFeedback();
    gl4.glEndQueryIndexed(GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB, 0);

    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

    gl4.glDisable(GL_RASTERIZER_DISCARD);

    IntBuffer streamOverflow = GLBuffers.newDirectIntBuffer(1);
    gl4.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, streamOverflow);

    if (streamOverflow.get(0) == 0) {

        // Second draw, reuse the captured attributes
        gl4.glBindProgramPipeline(pipelineName.get(Program.FEEDBACK));
        gl4.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK));
        gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.FEEDBACK), 0, glf.Vertex_v4fc4f.SIZE);

        gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName.get(0));
    }
    BufferUtils.destroyDirectBuffer(streamOverflow);
    
    return true;
}
 
Example 19
Source File: Gl_430_fbo_invalidate.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);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

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

    //////////////////////////////
    // Render multisampled texture
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));

    gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));

    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.MULTISAMPLE));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.MULTISAMPLE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glEnable(GL_MULTISAMPLE);
    {
        gl4.glDrawArraysInstancedBaseInstance(GL_LINE_LOOP, 0, vertexData.length / 2, 3, 0);
    }
    gl4.glDisable(GL_MULTISAMPLE);

    //////////////////////////
    // Resolving multisampling
    gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
    gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.COLOR));
    gl4.glBlitFramebuffer(
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);

    int[] attachments = {GL_COLOR_ATTACHMENT0};
    gl4.glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, attachments, 0);

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    //////////////////////////////////////
    // Render resolved multisample texture
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    //glDisable(GL_MULTISAMPLE);
    gl4.glActiveTexture(GL_TEXTURE0);
    //glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, TextureName[texture::MULTISAMPLE]);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 6, 1, 0);

    return true;
}
 
Example 20
Source File: Gl_430_fbo_srgb_decode.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.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);

        projection.mul(viewMat4()).toDbb(pointer);

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

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

        gl4.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));

        // Convert linear clear color to sRGB color space, FramebufferName is a sRGB FBO
        gl4.glEnable(GL_FRAMEBUFFER_SRGB);
        gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1.0f));
        gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));

        // TextureName[texture::DIFFUSE] is a sRGB texture which sRGB conversion on fetch has been disabled
        // Hence in the shader, the value is stored as sRGB so we should not convert it to sRGB.
        gl4.glDisable(GL_FRAMEBUFFER_SRGB);
        gl4.glUseProgram(programName[Program.TEXTURE]);

        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.DIFFUSE_RGB));
        gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
        gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);
    }

    {
        gl4.glDisable(GL_DEPTH_TEST);

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

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

        gl4.glUseProgram(programName[Program.SPLASH]);

        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

        gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
    }

    return true;
}