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

The following examples show how to use com.jogamp.opengl.GL3#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: GraphDisplayer.java    From constellation with Apache License 2.0 6 votes vote down vote up
@Override
public void display(GLAutoDrawable drawable, Matrix44f pMatrix) {

    // Draw the graph texture to the screen
    final GL3 gl = drawable.getGL().getGL3();
    gl.glBindFramebuffer(GL3.GL_DRAW_FRAMEBUFFER, 0);
    gl.glActiveTexture(GL3.GL_TEXTURE0);
    gl.glBindTexture(GL3.GL_TEXTURE_2D, graphColorTextureName[0]);
    gl.glActiveTexture(GL3.GL_TEXTURE0 + 1);
    gl.glBindTexture(GL3.GL_TEXTURE_2D, graphDepthTextureName[0]);
    gl.glUseProgram(graphTextureShader);
    gl.glUniform1i(graphColorTextureShaderLocation, 0);
    gl.glUniform1i(graphDepthTextureShaderLocation, 1);
    bindShaderLocations(gl);
    gl.glDisable(GL3.GL_DEPTH_TEST);
    graphTextureBatch.draw(gl);
    gl.glEnable(GL3.GL_DEPTH_TEST);
}
 
Example 2
Source File: BlazeBatcher.java    From constellation with Apache License 2.0 6 votes vote down vote up
@Override
public void drawBatch(final GL3 gl, final Camera camera, final Matrix44f mvMatrix, final Matrix44f pMatrix) {

    if (batch.isDrawable()) {
        gl.glUseProgram(shader);
        gl.glUniformMatrix4fv(shaderMVMatrix, 1, false, mvMatrix.a, 0);
        gl.glUniformMatrix4fv(shaderPMatrix, 1, false, pMatrix.a, 0);
        gl.glUniform1f(shaderVisibilityLow, camera.getVisibilityLow());
        gl.glUniform1f(shaderVisibilityHigh, camera.getVisibilityHigh());
        gl.glUniform1f(shaderMorphMix, camera.getMix());
        gl.glUniform1i(shaderXyzTexture, TextureUnits.VERTICES);
        gl.glUniform1i(shaderImagesTexture, TextureUnits.ICONS);
        gl.glUniform1f(shaderScale, blazeSize);
        gl.glUniform1f(shaderOpacity, blazeOpacity);

        gl.glDisable(GL3.GL_DEPTH_TEST);
        batch.draw(gl);
        gl.glEnable(GL3.GL_DEPTH_TEST);
    }
}
 
Example 3
Source File: Gl_330_fbo_multisample_explicit_nv.java    From jogl-samples with MIT License 6 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    // Clear the framebuffer
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, .5f).put(2, 1).put(3, 1));

    // Pass 1
    // Render the scene in a multisampled framebuffer
    gl3.glEnable(GL_MULTISAMPLE);
    renderFBO(gl3);
    gl3.glDisable(GL_MULTISAMPLE);

    // Pass 2
    // Resolved and render the colorbuffer from the multisampled framebuffer
    resolveMultisampling(gl3);

    return true;
}
 
Example 4
Source File: Gl_320_fbo_multisample_explicit.java    From jogl-samples with MIT License 6 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    // Clear the framebuffer
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0);

    // Pass 1
    // Render the scene in a multisampled framebuffer
    gl3.glEnable(GL_MULTISAMPLE);
    renderFBO(gl3, framebufferRenderName.get(0));
    gl3.glDisable(GL_MULTISAMPLE);

    // Pass 2
    // Resolved and render the colorbuffer from the multisampled framebuffer
    resolveMultisampling(gl3);

    return true;
}
 
Example 5
Source File: Gl_300_fbo_multisample.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
public boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    // Clear the framebuffer
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl3.glUseProgram(programName);
    gl3.glUniform1i(uniformDiffuse, 0);

    // Pass 1
    // Render the scene in a multisampled framebuffer
    gl3.glEnable(GL_MULTISAMPLE);
    renderFBO(gl3, framebufferName.get(Framebuffer.RENDER));
    gl3.glDisable(GL_MULTISAMPLE);

    // Resolved multisampling
    gl3.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
    gl3.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
    gl3.glDrawBuffer(GL_COLOR_ATTACHMENT0);
    gl3.glBlitFramebuffer(
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
            GL_COLOR_BUFFER_BIT, GL_LINEAR);
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Pass 2
    // Render the colorbuffer from the multisampled framebuffer
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    renderFB(gl3, textureName.get(Texture.RESOLVE));
    return true;
}
 
Example 6
Source File: AxesRenderable.java    From constellation with Apache License 2.0 5 votes vote down vote up
@Override
public void display(final GLAutoDrawable drawable, final Matrix44f projectionMatrix) {
    final GL3 gl = drawable.getGL().getGL3();

    // Extract the rotation matrix from the mvp matrix.
    final Matrix44f rotationMatrix = new Matrix44f();
    parent.getDisplayModelViewProjectionMatrix().getRotationMatrix(rotationMatrix);

    // Scale down to size.
    final Matrix44f scalingMatrix = new Matrix44f();
    scalingMatrix.makeScalingMatrix(pScale, pScale, 0);
    final Matrix44f srMatrix = new Matrix44f();
    srMatrix.multiply(scalingMatrix, rotationMatrix);

    // Translate to the top right corner.
    final Matrix44f translationMatrix = new Matrix44f();
    translationMatrix.makeTranslationMatrix(topRightCorner.getX(), topRightCorner.getY(), topRightCorner.getZ());
    final Matrix44f axesMatrix = new Matrix44f();
    axesMatrix.multiply(translationMatrix, srMatrix);

    // Disable depth so the axes are drawn over everything else.
    gl.glDisable(GL3.GL_DEPTH_TEST);
    gl.glDepthMask(false);

    // Draw.
    gl.glLineWidth(1);
    gl.glUseProgram(axesShader);
    gl.glUniformMatrix4fv(axesShaderLocMVP, 1, false, axesMatrix.a, 0);
    axesBatch.draw(gl);

    // Reenable depth.
    gl.glEnable(GL3.GL_DEPTH_TEST);
    gl.glDepthMask(true);
}
 
Example 7
Source File: Gl_320_fbo_multisample_explicit.java    From jogl-samples with MIT License 5 votes vote down vote up
private void renderFBO(GL3 gl3, int framebuffer) {

        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).scale(new Vec3(1.0f));
        Mat4 mvp = perspective.mul(viewMat4()).mul(model);

        gl3.glEnable(GL_DEPTH_TEST);

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

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

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        float[] depth = new float[]{1.0f};
        gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0);
        gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
        gl3.glBindVertexArray(vertexArrayName.get(0));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);

        gl3.glDisable(GL_DEPTH_TEST);
    }
 
Example 8
Source File: Gl_330_fbo_multisample_explicit_nv.java    From jogl-samples with MIT License 5 votes vote down vote up
private void resolveMultisampling(GL3 gl3) {

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

        gl3.glViewport(0, 0, windowSize.x, windowSize.y);
        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);

        gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_RENDERBUFFER_NV, textureName.get(Texture.COLOR));
        gl3.glBindSampler(0, samplerName.get(0));

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

        gl3.glEnable(GL_SCISSOR_TEST);

        // Box
        {
            gl3.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2);
            gl3.glUseProgram(programName[Program.RESOLVE_BOX]);
            gl3.glUniform1i(uniformDiffuse[Program.RESOLVE_BOX], 0);
            gl3.glUniformMatrix4fv(uniformMvp[Program.RESOLVE_BOX], 1, false, mvp.toFa_(), 0);
            gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
        }

        // Near
        {
            gl3.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2);
            gl3.glUseProgram(programName[Program.RESOLVE_NEAR]);
            gl3.glUniform1i(uniformDiffuse[Program.RESOLVE_NEAR], 0);
            gl3.glUniformMatrix4fv(uniformMvp[Program.RESOLVE_NEAR], 1, false, mvp.toFa_(), 0);
            gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
        }

        gl3.glDisable(GL_SCISSOR_TEST);
    }
 
Example 9
Source File: Gl_320_primitive_point_clip.java    From jogl-samples with MIT License 5 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 view = viewMat4();
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(view).mul(model);
    Mat4 mv = view.mul(model);

    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor);
    gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth);

    gl3.glDisable(GL_SCISSOR_TEST);

    gl3.glUseProgram(programName);
    gl3.glUniformMatrix4fv(uniformMv, 1, false, mv.toFa_(), 0);
    gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);

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

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

    return true;
}
 
Example 10
Source File: Gl_320_fbo_multisample_integer.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    // Clear the framebuffer
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    // Pass 1
    // Render the scene in a multisampled framebuffer
    gl3.glEnable(GL_MULTISAMPLE);
    renderFBO(gl3, framebufferName.get(Framebuffer.RENDER));
    gl3.glDisable(GL_MULTISAMPLE);

    // Resolved multisampling
    gl3.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
    gl3.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
    gl3.glBlitFramebuffer(
            0, 0, windowSize.x / framebufferSize, windowSize.y / framebufferSize,
            0, 0, windowSize.x / framebufferSize, windowSize.y / framebufferSize,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);
    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Pass 2
    // Render the colorbuffer from the multisampled framebuffer
    renderFB(gl3, textureName.get(Texture.COLORBUFFER));

    return checkError(gl3, "render");
}
 
Example 11
Source File: Gl_330_fbo_multisample_explicit_nv.java    From jogl-samples with MIT License 5 votes vote down vote up
private void renderFBO(GL3 gl3) {

        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).scale(new Vec3(1, -1, 1));
        Mat4 mvp = perspective.mul(viewMat4()).mul(model);

        gl3.glEnable(GL_DEPTH_TEST);

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

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

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));
        gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1));

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
        gl3.glBindSampler(0, samplerName.get(0));
        gl3.glBindVertexArray(vertexArrayName.get(0));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);

        gl3.glDisable(GL_DEPTH_TEST);

        checkError(gl3, "renderFBO");
    }
 
Example 12
Source File: Gl_320_fbo_multisample_explicit.java    From jogl-samples with MIT License 4 votes vote down vote up
private void resolveMultisampling(GL3 gl3) {

        Mat4 perspective = glm.ortho_(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 100.0f);
        Mat4 viewFlip = new Mat4(1.0f).scale(new Vec3(1.0f, -1.0f, 1.0f));
        Mat4 view = viewFlip.translate(new Vec3(0.0f, 0.0f, -cameraDistance() * 1.0f));
        Mat4 model = new Mat4(1.0f);
        Mat4 mvp = perspective.mul(view).mul(model);

        gl3.glViewport(0, 0, windowSize.x, windowSize.y);
        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE_COLORBUFFER));

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

        gl3.glEnable(GL_SCISSOR_TEST);

        // Box
        {
            gl3.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2);

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

            gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
        }

        // Near
        {
            gl3.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2);

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

            gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
        }

        gl3.glDisable(GL_SCISSOR_TEST);
    }
 
Example 13
Source File: Gl_320_test_scissor.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    Vec3 minScissor = new Vec3(10000.f, 10000.f, 10000.f);
    Vec3 maxScissor = new Vec3(-10000.f, -10000.f, -10000.f);

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.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 view = viewMat4();
        Mat4 model = new Mat4(1.0f);

        pointer.asFloatBuffer().put(projection.mul_(view).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);

        for (int i = 0; i < vertexCount; ++i) {

            Vec3 projected = glm.project_(
                    new Vec3(vertexData[i * 4 + 0], vertexData[i * 4 + 1], 0.0f),
                    view.mul_(model),
                    projection,
                    new Vec4(0, 0, windowSize.x, windowSize.y));

            minScissor.min(projected);
            maxScissor.max(projected);
        }
    }

    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind();
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

    gl3.glScissor((int) minScissor.x, (int) minScissor.y, (int) (maxScissor.x - minScissor.x),
            (int) (maxScissor.y - minScissor.y));
    gl3.glEnable(GL_SCISSOR_TEST);
    clearColor.put(new float[]{0.0f, 0.0f, 0.0f, 1.0f}).rewind();
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

    // Bind the program for use
    gl3.glUseProgram(programName);
    gl3.glUniform1i(uniformDiffuse, 0);
    gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0);

    gl3.glActiveTexture(GL_TEXTURE0);
    gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl3.glBindVertexArray(vertexArrayName.get(0));

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

    gl3.glDisable(GL_SCISSOR_TEST);

    return true;
}
 
Example 14
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;
}
 
Example 15
Source File: Gl_320_fbo_blend_points.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.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
        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    {
        gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);
        gl3.glEnable(GL_FRAMEBUFFER_SRGB);

        gl3.glEnable(GL_BLEND);
        gl3.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        gl3.glUseProgram(programName[Program.RENDER]);

        gl3.glBindVertexArray(vertexArrayName.get(Program.RENDER));
        gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

        gl3.glDrawArraysInstanced(GL_POINTS, 0, 8, 1);

        gl3.glDisable(GL_BLEND);
    }

    {
        gl3.glViewport(0, 0, windowSize.x, windowSize.y);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl3.glDisable(GL_FRAMEBUFFER_SRGB);

        gl3.glUseProgram(programName[Program.SPLASH]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
    }

    return true;
}
 
Example 16
Source File: Gl_320_fbo_depth.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.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, 0.5f, 8.0f);
        Mat4 model = new Mat4(1.0f).scale(new Vec3(5.0f));
        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl3.glEnable(GL_DEPTH_TEST);
    gl3.glDepthFunc(GL_LESS);

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

    gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    float[] depth = {1.0f};
    gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0);

    // Bind rendering objects
    gl3.glUseProgram(programName[Program.TEXTURE]);
    gl3.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform, Semantic.Uniform.TRANSFORM0);

    gl3.glActiveTexture(GL_TEXTURE0);
    gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

    gl3.glDisable(GL_DEPTH_TEST);

    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl3.glUseProgram(programName[Program.SPLASH]);

    gl3.glActiveTexture(GL_TEXTURE0);
    gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
    gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RENDERBUFFER));

    gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);

    return true;
}
 
Example 17
Source File: Gl_320_fbo_depth_multisample.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.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, 4.0f / 3.0f, 0.1f, 8.0f);
        Mat4 model = new Mat4(1.0f).scale(new Vec3(5.0f));

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl3.glEnable(GL_DEPTH_TEST);
    gl3.glDepthFunc(GL_LESS);

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

    gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.DEPTH_MULTISAMPLE));
    gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth);

    // Bind rendering objects
    gl3.glUseProgram(programName[Program.TEXTURE]);
    gl3.glUniformBlockBinding(programName[Program.TEXTURE],
            uniformTransform, Semantic.Uniform.TRANSFORM0);

    gl3.glActiveTexture(GL_TEXTURE0);
    gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);

    // Pass 2
    gl3.glDisable(GL_DEPTH_TEST);

    gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl3.glUseProgram(programName[Program.SPLASH]);

    gl3.glActiveTexture(GL_TEXTURE0);
    gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
    gl3.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE));

    gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);

    return true;
}
 
Example 18
Source File: Gl_320_fbo_srgb.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;
    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.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);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).toFa_());

        // Make sure the uniform buffer is uploaded
        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    // Render a textured quad to a sRGB framebuffer object.
    {
        gl3.glEnable(GL_DEPTH_TEST);
        gl3.glDepthFunc(GL_LESS);

        gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        // Explicitly convert linear pixel color to sRGB color space, as FramebufferName is an sRGB FBO
        // Shader execution is done with linear color to get correct linear algebra working.
        gl3.glEnable(GL_FRAMEBUFFER_SRGB);

        gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth);
        gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

        gl3.glUseProgram(programName[Program.TEXTURE]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
        gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
        gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

        gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);
    }

    // Blit the sRGB framebuffer to the default framebuffer back buffer.
    {
        gl3.glDisable(GL_DEPTH_TEST);

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

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        // Uncomment to avoid the extra linear to sRGB conversion and hence get correct display
        gl3.glDisable(GL_FRAMEBUFFER_SRGB);

        gl3.glUseProgram(programName[Program.SPLASH]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
    }

    return true;
}
 
Example 19
Source File: Gl_320_fbo_depth_stencil.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    IntBuffer uniformBufferOffsetAlignment = GLBuffers.newDirectIntBuffer(1);
    {
        gl3.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffsetAlignment);
        uniformBufferOffsetAlignment.put(0, glm.ceilMultiple(Mat4.SIZE, uniformBufferOffsetAlignment.get(0)));

        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBufferOffsetAlignment.get(0) * 2,
                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);

        pointer.asFloatBuffer().put(projection.mul_(viewMat4()).scale(new Vec3(1.00f)).toFa_());
        pointer.position(uniformBufferOffsetAlignment.get(0) * 1);
        pointer.asFloatBuffer().put(projection.mul(viewMat4()).scale(new Vec3(1.05f)).toFa_());
        pointer.rewind();

        // Make sure the uniform buffer is uploaded
        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    {
        gl3.glEnable(GL_STENCIL_TEST);
        gl3.glEnable(GL_DEPTH_TEST);
        gl3.glDepthFunc(GL_LEQUAL);
        gl3.glStencilMask(0xFF);

        gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale);

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl3.glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
        gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

        gl3.glUseProgram(programName[Program.TEXTURE]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
        gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));

        gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM),
                uniformBufferOffsetAlignment.get(0) * 0, uniformBufferOffsetAlignment.get(0));

        gl3.glDisable(GL_DEPTH_TEST);
        gl3.glStencilMask(0xFF);
        gl3.glStencilFunc(GL_ALWAYS, 1, 0xFF);
        gl3.glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);

        gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

        gl3.glBindTexture(GL_TEXTURE_2D, 0); // 
        gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM),
                uniformBufferOffsetAlignment.get(0) * 1, uniformBufferOffsetAlignment.get(0));

        gl3.glStencilMask(0x00);
        gl3.glStencilFunc(GL_NOTEQUAL, 1, 0xFF);

        gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
    }

    {
        gl3.glDisable(GL_DEPTH_TEST);

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

        gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0);

        gl3.glUseProgram(programName[Program.SPLASH]);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
    }

    BufferUtils.destroyDirectBuffer(uniformBufferOffsetAlignment);

    return true;
}
 
Example 20
Source File: NewLineRenderable.java    From constellation with Apache License 2.0 4 votes vote down vote up
/**
 * Draws the new line on the display.
 * <p>
 * @param drawable The OpenGL rendering target.
 * @param pMatrix The model view projection matrix.
 */
@Override
public void display(final GLAutoDrawable drawable, final Matrix44f pMatrix) {

    final Matrix44f mvpMatrix = parent.getDisplayModelViewProjectionMatrix();

    // If no endpoints are set, don't draw anything
    if (model != null && !model.isClear()) {
        final Vector3f startPosition = model.getStartLocation();
        final Vector3f endPosition = model.getEndLocation();

        final GL3 gl = drawable.getGL().getGL3();

        gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, batch.getBufferName(vertexTarget));
        ByteBuffer bbuf = gl.glMapBuffer(GL3.GL_ARRAY_BUFFER, GL3.GL_WRITE_ONLY);
        FloatBuffer fbuf = bbuf.asFloatBuffer();

        // Update the line endpoints in the vertex buffer.
        float[] vertices = new float[]{
            startPosition.getX(), startPosition.getY(), startPosition.getZ(),
            endPosition.getX(), endPosition.getY(), endPosition.getZ()};
        fbuf.put(vertices);

        gl.glUnmapBuffer(GL3.GL_ARRAY_BUFFER);

        // Disable depth so the line is drawn over everything else.
        gl.glDisable(GL3.GL_DEPTH_TEST);
        gl.glDepthMask(false);

        // Draw the line.
        gl.glLineWidth(NEW_LINE_WIDTH);
        gl.glUseProgram(shader);
        gl.glUniformMatrix4fv(shaderMVP, 1, false, mvpMatrix.a, 0);
        batch.draw(gl);

        gl.glLineWidth(1);

        // Reenable depth.
        gl.glEnable(GL3.GL_DEPTH_TEST);
        gl.glDepthMask(true);

        // Rebind default array buffer
        gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
    }
}