Java Code Examples for com.jogamp.opengl.GL4#glProgramUniformMatrix4fv()
The following examples show how to use
com.jogamp.opengl.GL4#glProgramUniformMatrix4fv() .
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Example 1
Source File: Gl_410_primitive_instanced.java From jogl-samples with MIT License | 5 votes |
@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 value of uniforms gl4.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniform4fv(programName[Program.FRAG], uniformDiffuse, 1, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); // Set the display viewport gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y)); // Clear color buffer with white 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)); // Bind program gl4.glBindProgramPipeline(pipelineName.get(0)); // Bind vertex array & draw gl4.glBindVertexArray(vertexArrayName.get(0)); // Must be called after glBindVertexArray gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 2
Source File: Gl_410_program_binary.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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniform1i(programName[Program.FRAG], uniformDiffuse, 0); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); //!\ Need to be called after glBindVertexArray gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); return true; }
Example 3
Source File: Gl_410_program_separate.java From jogl-samples with MIT License | 5 votes |
@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, windowSize.x * 0.5f / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); // Render with the separate programs gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x / 2).put(3, windowSize.y)); gl4.glProgramUniformMatrix4fv(separateProgramName[Program.VERTEX], separateUniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniform1i(separateProgramName[Program.FRAGMENT], separateUniformDiffuse, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); { gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); } gl4.glBindProgramPipeline(0); // Render with the unified programs gl4.glViewportIndexedfv(0, viewportBuffer.put(0, windowSize.x / 2).put(1, 0).put(2, windowSize.x / 2) .put(3, windowSize.y)); gl4.glProgramUniformMatrix4fv(unifiedProgramName, unifiedUniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniform1i(unifiedProgramName, unifiedUniformDiffuse, 0); gl4.glUseProgram(unifiedProgramName); { gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); } gl4.glUseProgram(0); return true; }
Example 4
Source File: Gl_420_transform_feedback_instanced.java From jogl-samples with MIT License | 4 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.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 5
Source File: Gl_420_interface_matching.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 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); gl4.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); assert (!validate(gl4, programName[Program.VERT])); gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0); return true; }
Example 6
Source File: Gl_410_primitive_tessellation5.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 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); gl4.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0); return true; }
Example 7
Source File: Gl_410_primitive_tessellation2.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 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); gl4.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0); return true; }
Example 8
Source File: Gl_410_fbo_layered.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.ortho_(-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f); Mat4 view = new Mat4(1.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).mul(model); gl4.glProgramUniformMatrix4fv(programName[Program.LAYERING], uniformMvp[Program.LAYERING], 1, false, mvp.toFa_(), 0); gl4.glProgramUniformMatrix4fv(programName[Program.VIEWPORT], uniformMvp[Program.VIEWPORT], 1, false, mvp.toFa_(), 0); gl4.glProgramUniform1i(programName[Program.VIEWPORT], uniformDiffuse, 0); // Pass 1 { gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, FRAMEBUFFER_SIZE.x).put(3, FRAMEBUFFER_SIZE.y)); gl4.glUseProgram(programName[Program.LAYERING]); gl4.glBindVertexArray(vertexArrayName.get(Program.LAYERING)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } // Pass 2 { int border = 2; gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, border).put(1, border).put(2, windowSize.x * 0.5f - 2.0f * border) .put(3, windowSize.y * 0.5f - 2.0f * border)); gl4.glViewportIndexedfv(1, viewportBuffer.put(0, windowSize.x * 0.5f + border).put(1, border) .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border)); gl4.glViewportIndexedfv(2, viewportBuffer.put(0, windowSize.x * 0.5f + border).put(1, windowSize.y * 0.5f + 1) .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border)); gl4.glViewportIndexedfv(3, viewportBuffer.put(0, border).put(1, windowSize.y * 0.5f + border) .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border)); gl4.glUseProgram(programName[Program.VIEWPORT]); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(Program.VIEWPORT)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } return true; }