Java Code Examples for com.jogamp.opengl.GL3#glClearColor()

The following examples show how to use com.jogamp.opengl.GL3#glClearColor() . 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: JCudaDriverSimpleJOGL.java    From jcuda-samples with MIT License 6 votes vote down vote up
@Override
public void init(GLAutoDrawable drawable)
{
    // Perform the default GL initialization 
    GL3 gl = drawable.getGL().getGL3();
    gl.setSwapInterval(0);
    gl.glEnable(GL_DEPTH_TEST);
    gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    setupView(drawable);

    // Initialize the shaders
    initShaders(gl);

    // Initialize JCuda
    initJCuda();

    // Create the VBO containing the vertex data
    initVBO(gl);
}
 
Example 2
Source File: Gl_320_glsl_discard.java    From jogl-samples with MIT License 6 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) 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);

    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    gl3.glClearColor(1.0f, 0.5f, 0.0f, 1.0f);
    gl3.glClear(GL_COLOR_BUFFER_BIT);

    gl3.glUseProgram(programName);
    gl3.glUniform1i(uniformDiffuse, 0);
    gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);

    gl3.glActiveTexture(GL_TEXTURE0);
    gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0));
    gl3.glBindVertexArray(vertexArrayName.get(0));

    gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);

    return true;
}
 
Example 3
Source File: Gl_300_fbo_multisample.java    From jogl-samples with MIT License 6 votes vote down vote up
private void renderFBO(GL3 gl3, int framebuffer) {

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        gl3.glClearColor(0.0f, 0.5f, 1.0f, 1.0f);
        gl3.glClear(GL_COLOR_BUFFER_BIT);

        Mat4 perspective = glm.perspective_((float) Math.PI * 0.25f, (float) FRAMEBUFFER_SIZE.x / FRAMEBUFFER_SIZE.y,
                0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);
        Mat4 mvp = perspective.mul(viewMat4()).mul(model);
        gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);

        gl3.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));

        gl3.glBindVertexArray(vertexArrayName.get(0));
        gl3.glDrawArrays(GL_TRIANGLES, 0, vertexCount);

        checkError(gl3, "renderFBO");
    }
 
Example 4
Source File: Gl_300_test_alpha.java    From jogl-samples with MIT License 6 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    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);

    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    gl3.glClearColor(1.0f, 0.5f, 0.0f, 1.0f);
    gl3.glClear(GL_COLOR_BUFFER_BIT);

    gl3.glUseProgram(programName);
    gl3.glUniform1i(uniformDiffuse, 0);
    gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);

    gl3.glActiveTexture(GL_TEXTURE0);
    gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0));

    gl3.glBindVertexArray(vertexArrayName.get(0));

    gl3.glDrawArrays(GL_TRIANGLES, 0, vertexCount);

    return true;
}
 
Example 5
Source File: Gl_320_transform_feedback_separated.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) 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);

    // Set the display viewport
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);

    // Clear color buffer with black
    gl3.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    gl3.glClear(GL_COLOR_BUFFER_BIT);

    // First draw, capture the attributes
    {
        // Disable rasterisation, vertices processing only!
        gl3.glEnable(GL_RASTERIZER_DISCARD);

        gl3.glUseProgram(programName[Program.TRANSFORM]);
        gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);

        gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.POSITION, bufferName.get(Buffer.POSITION));
        gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.COLOR, bufferName.get(Buffer.COLOR));

        gl3.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM));

        gl3.glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queryName.get(0));
        gl3.glBeginTransformFeedback(GL_TRIANGLES);
        {
            gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
        }
        gl3.glEndTransformFeedback();
        gl3.glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);

        gl3.glDisable(GL_RASTERIZER_DISCARD);
    }

    // Second draw, reuse the captured attributes
    {
        gl3.glUseProgram(programName[Program.FEEDBACK]);

        IntBuffer primitivesWritten = GLBuffers.newDirectIntBuffer(1);
        gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, primitivesWritten);

        gl3.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK));
        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, primitivesWritten.get(0) * 3, 1);

        BufferUtils.destroyDirectBuffer(primitivesWritten);
    }

    return true;
}