Java Code Examples for com.jogamp.opengl.GL4#glDrawElementsInstancedBaseVertexBaseInstance()
The following examples show how to use
com.jogamp.opengl.GL4#glDrawElementsInstancedBaseVertexBaseInstance() .
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Example 1
Source File: Gl_500_direct_state_access_gtc.java From jogl-samples with MIT License | 6 votes |
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 2
Source File: Gl_450_direct_state_access.java From jogl-samples with MIT License | 6 votes |
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 3
Source File: Gl_420_debug_output.java From jogl-samples with MIT License | 5 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, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); projection.mul(viewMat4()).mul(model).toDbb(pointer); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); boolean fail = true; gl4.glClearBufferfv(fail ? GL_UNIFORM_BUFFER : GL_COLOR, 0, clearColor.put(0, 0).put(1, 0.5f).put(2, 1).put(3, 1)); gl4.glBindProgramPipeline(pipelineName.get(0)); 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 4
Source File: Gl_500_buffer_pinned_amd.java From jogl-samples with MIT License | 5 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 | GL_MAP_UNSYNCHRONIZED_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.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind rendering objects gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 5
Source File: Gl_420_clipping.java From jogl-samples with MIT License | 5 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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // 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, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1)); // Bind rendering objects gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 6
Source File: Gl_420_draw_base_instance.java From jogl-samples with MIT License | 5 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 | GL_MAP_UNSYNCHRONIZED_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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 1 * Integer.BYTES, // indices offset 5, // instance count 2, // base vertex 5); // base instance return true; }
Example 7
Source File: Gl_430_texture_view.java From jogl-samples with MIT License | 5 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); //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, windowSize.x * 0.5f / 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); } gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 2.0f, windowSize.y); gl4.glViewportIndexedf(1, windowSize.x / 2.0f, 0, windowSize.x / 2.0f, windowSize.y); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.VIEW_A)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.VIEW_B)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0, 0); return true; }
Example 8
Source File: Gl_420_texture_pixel_store.java From jogl-samples with MIT License | 5 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 | GL_MAP_UNSYNCHRONIZED_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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // 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, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 9
Source File: Gl_400_draw_indirect.java From jogl-samples with MIT License | 5 votes |
@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.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform4f(uniformDiffuse, 1.0f, 0.5f, 0.0f, 1.0f); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT)); if (useIndirect) { gl4.glDrawElementsIndirect( GL_TRIANGLES, GL_UNSIGNED_INT, 0); } else { gl4.glDrawElementsInstancedBaseVertexBaseInstance( GL_TRIANGLES, command.count, GL_UNSIGNED_INT, command.firstIndex, command.primCount, command.baseVertex, command.reservedMustBeZero); } return true; }
Example 10
Source File: Gl_420_texture_storage.java From jogl-samples with MIT License | 5 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.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); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindProgramPipeline(pipelineName.get(0)); 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 11
Source File: Gl_450_culling.java From jogl-samples with MIT License | 5 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_()); // 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); // Bind rendering objects gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 12
Source File: Gl_450_direct_state_access.java From jogl-samples with MIT License | 5 votes |
private void renderFB(GL4 gl4) { gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearNamedFramebufferfv(0, GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBlockSize, uniformBlockSize); gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); }
Example 13
Source File: Gl_420_texture_compressed.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 | 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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Clear the color buffer gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f)); // Bind rendering objects gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); // Draw each texture in different viewports for (int index = 0; index < Texture.MAX; ++index) { gl4.glViewportIndexedfv(0, viewport[index].toDfb(viewportBuffer)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(index)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } return true; }
Example 14
Source File: Gl_500_shader_group_nv.java From jogl-samples with MIT License | 4 votes |
@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 15
Source File: Gl_450_query_statistics_arb.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.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.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(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBeginQuery(GL_VERTICES_SUBMITTED_ARB, queryName.get(Statistics.VERTICES_SUBMITTED)); gl4.glBeginQuery(GL_PRIMITIVES_SUBMITTED_ARB, queryName.get(Statistics.PRIMITIVES_SUBMITTED)); gl4.glBeginQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.VERTEX_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_TESS_CONTROL_SHADER_PATCHES_ARB, queryName.get(Statistics.TESS_CONTROL_SHADER_PATCHES)); gl4.glBeginQuery(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.TESS_EVALUATION_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_GEOMETRY_SHADER_INVOCATIONS, queryName.get(Statistics.GEOMETRY_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB, queryName.get(Statistics.GEOMETRY_SHADER_PRIMITIVES_EMITTED)); gl4.glBeginQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.FRAGMENT_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_COMPUTE_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.COMPUTE_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_CLIPPING_INPUT_PRIMITIVES_ARB, queryName.get(Statistics.CLIPPING_INPUT_PRIMITIVES)); gl4.glBeginQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB, queryName.get(Statistics.CLIPPING_OUTPUT_PRIMITIVES)); { gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } gl4.glEndQuery(GL_VERTICES_SUBMITTED_ARB); gl4.glEndQuery(GL_PRIMITIVES_SUBMITTED_ARB); gl4.glEndQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB); gl4.glEndQuery(GL_TESS_CONTROL_SHADER_PATCHES_ARB); gl4.glEndQuery(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB); gl4.glEndQuery(GL_GEOMETRY_SHADER_INVOCATIONS); gl4.glEndQuery(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB); gl4.glEndQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB); gl4.glEndQuery(GL_COMPUTE_SHADER_INVOCATIONS_ARB); gl4.glEndQuery(GL_CLIPPING_INPUT_PRIMITIVES_ARB); gl4.glEndQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB); IntBuffer queryResult = GLBuffers.newDirectIntBuffer(Statistics.MAX); for (int i = 0; i < queryResult.capacity(); ++i) { gl4.glGetQueryObjectuiv(queryName.get(i), GL_QUERY_RESULT, queryResult); } System.out.println("Verts: " + queryResult.get(Statistics.VERTICES_SUBMITTED) + "; Prims: (" + queryResult.get(Statistics.PRIMITIVES_SUBMITTED) + ", " + queryResult.get(Statistics.GEOMETRY_SHADER_PRIMITIVES_EMITTED) + "); Shaders(" + queryResult.get(Statistics.VERTEX_SHADER_INVOCATIONS) + ", " + queryResult.get(Statistics.TESS_CONTROL_SHADER_PATCHES) + ", " + queryResult.get(Statistics.TESS_EVALUATION_SHADER_INVOCATIONS) + ", " + queryResult.get(Statistics.GEOMETRY_SHADER_INVOCATIONS) + ", " + queryResult.get(Statistics.FRAGMENT_SHADER_INVOCATIONS) + ", " + queryResult.get(Statistics.COMPUTE_SHADER_INVOCATIONS) + "); Clip(" + queryResult.get(Statistics.CLIPPING_INPUT_PRIMITIVES) + ", " + queryResult.get(Statistics.CLIPPING_OUTPUT_PRIMITIVES) + ")\r"); return true; }
Example 16
Source File: Gl_450_texture_barrier.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_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f}); gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_FLOAT, buffer); BufferUtils.destroyDirectBuffer(buffer); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); // Bind rendering objects gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); for (int i = 0; i < viewports.length; ++i) { gl4.glViewportIndexedfv(0, viewports[i].toFA_(), 0); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glTextureBarrier(); } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); 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 17
Source File: Gl_430_atomic_counter.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; // Setup blending gl4.glEnable(GL_BLEND); gl4.glBlendEquation(GL_FUNC_ADD); gl4.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); { 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); Mat4 mvp = projection.mul(viewMat4()).mul(model); mvp.toDbb(pointer); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } IntBuffer data = IntBuffer.wrap(new int[]{0}); gl4.glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, bufferName.get(Buffer.ATOMIC_COUNTER)); gl4.glClearBufferSubData(GL_ATOMIC_COUNTER_BUFFER, GL_R8UI, 0, Integer.BYTES, GL_RGBA, GL_UNSIGNED_INT, data); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.0f).put(1, 0.0f).put(2, 0.0f).put(3, 1.0f)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, bufferName.get(Buffer.ATOMIC_COUNTER)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0); return true; }
Example 18
Source File: Gl_500_conservative_raster_nv.java From jogl-samples with MIT License | 4 votes |
@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 19
Source File: Gl_430_program_compute_variable_group_size.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.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 20
Source File: Gl_420_texture_conversion.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f)); { 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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindProgramPipeline(pipelineName.get(Program.UINT)); { gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8UI].toDfb(viewportBuffer)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8UI)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } gl4.glBindProgramPipeline(pipelineName.get(Program.NORM)); { gl4.glViewportIndexedfv(0, viewport[Texture.RGBA32F].toDfb(viewportBuffer)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA32F)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8].toDfb(viewportBuffer)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8_SNORM].toDfb(viewportBuffer)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8_SNORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } return true; }