Java Code Examples for com.jogamp.opengl.GL4#glUniformBlockBinding()
The following examples show how to use
com.jogamp.opengl.GL4#glUniformBlockBinding() .
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Example 1
Source File: Gl_400_fbo_shadow.java From jogl-samples with MIT License | 6 votes |
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 2
Source File: Gl_320_draw_instanced.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, 2 * 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 modelA = new Mat4(1.0f).translate(new Vec3(-1.1f, 0.0f, 0.0f)); Mat4 modelB = new Mat4(1.0f).translate(new Vec3(1.1f, 0.0f, 0.0f)); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(modelA).toFa_()); pointer.position(Mat4.SIZE); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(modelB).toFa_()); pointer.rewind(); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); float[] depth = new float[]{1.0f}; gl4.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); gl4.glUseProgram(programName); gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl4.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 2); return true; }
Example 3
Source File: Gl_410_glsl_block.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); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 4
Source File: Gl_400_texture_derivative.java From jogl-samples with MIT License | 4 votes |
@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 5
Source File: Gl_400_fbo_shadow.java From jogl-samples with MIT License | 4 votes |
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 6
Source File: Gl_400_sampler_fetch.java From jogl-samples with MIT License | 3 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; // Create program if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl4); shaderProgram.add(vertexShaderCode); shaderProgram.add(fragmentShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl4, System.out); } // Get variables locations if (validated) { gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); gl4.glUseProgram(programName); gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0); gl4.glUseProgram(0); } return validated & checkError(gl4, "initProgram"); }
Example 7
Source File: Gl_400_buffer_uniform_array.java From jogl-samples with MIT License | 3 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl4); shaderProgram.add(vertShaderCode); shaderProgram.add(fragShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl4, System.out); } if (validated) { int uniformMaterial = gl4.glGetUniformBlockIndex(programName, "Material"); int uniformTransform0 = gl4.glGetUniformBlockIndex(programName, "Transform[0]"); int uniformTransform1 = gl4.glGetUniformBlockIndex(programName, "Transform[1]"); gl4.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL); gl4.glUniformBlockBinding(programName, uniformTransform0, Semantic.Uniform.TRANSFORM0); gl4.glUniformBlockBinding(programName, uniformTransform1, Semantic.Uniform.TRANSFORM1); } return validated & checkError(gl4, "initProgram"); }
Example 8
Source File: Gl_400_texture_cube.java From jogl-samples with MIT License | 3 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; // Create program if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl4); shaderProgram.add(vertexShaderCode); shaderProgram.add(fragmentShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl4, System.out); } // Get variables locations if (validated) { gl4.glUseProgram(programName); gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0); gl4.glUseProgram(0); gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); } return validated & checkError(gl4, "initProgram"); }
Example 9
Source File: Gl_410_buffer_uniform_array.java From jogl-samples with MIT License | 3 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; // Create program if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl4); shaderProgram.add(vertexShaderCode); shaderProgram.add(fragmentShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl4, System.out); } // Get variables locations if (validated) { int uniformMaterial = gl4.glGetUniformBlockIndex(programName, "Material"); int uniformTransform0 = gl4.glGetUniformBlockIndex(programName, "Transform[0]"); int uniformTransform1 = gl4.glGetUniformBlockIndex(programName, "Transform[1]"); gl4.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL); gl4.glUniformBlockBinding(programName, uniformTransform0, Semantic.Uniform.TRANSFORM0); gl4.glUniformBlockBinding(programName, uniformTransform1, Semantic.Uniform.TRANSFORM1); } return validated & checkError(gl4, "initProgram"); }
Example 10
Source File: Gl_400_sampler_array.java From jogl-samples with MIT License | 2 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; // Create program if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl4); shaderProgram.add(vertexShaderCode); shaderProgram.add(fragmentShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl4, System.out); } // Get variables locations if (validated) { gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); uniformDiffuseIndex = gl4.glGetUniformLocation(programName, "diffuseIndex"); gl4.glUseProgram(programName); gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[0]"), 0); gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[1]"), 1); gl4.glUseProgram(0); } return validated & checkError(gl4, "initProgram"); }