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

The following examples show how to use com.jogamp.opengl.GL3#glEnable() . 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: 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 2
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 3
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 4
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 5
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 6
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 7
Source File: Gl_330_sampler_anisotropy_ext.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean begin(GL gl) {

    GL3 gl3 = (GL3) gl;

    viewport[Viewport.V00] = new Vec4i(1, 1, windowSize.x / 2 - 1, windowSize.y / 2 - 1);
    viewport[Viewport.V10] = new Vec4i(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 1, windowSize.y / 2 - 1);
    viewport[Viewport.V11] = new Vec4i(windowSize.x / 2 + 1, windowSize.y / 2 + 1,
            windowSize.x / 2 - 1, windowSize.y / 2 - 1);
    viewport[Viewport.V01] = new Vec4i(1, windowSize.y / 2 + 1, windowSize.x / 2 - 1, windowSize.y / 2 - 1);

    boolean validated = true;
    validated = validated && gl3.isExtensionAvailable("GL_EXT_texture_filter_anisotropic");

    if (validated) {
        validated = initProgram(gl3);
    }
    if (validated) {
        validated = initBuffer(gl3);
    }
    if (validated) {
        validated = initTexture(gl3);
    }
    if (validated) {
        validated = initSampler(gl3);
    }
    if (validated) {
        validated = initVertexArray(gl3);
    }

    gl3.glEnable(GL_SCISSOR_TEST);

    return validated && checkError(gl3, "begin");
}
 
Example 8
Source File: Gl_320_texture_derivative.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean begin(GL gl) {

    GL3 gl3 = (GL3) gl;

    boolean validated = true;

    if (validated) {
        validated = initBuffer(gl3);
    }
    if (validated) {
        validated = initTexture(gl3);
    }
    if (validated) {
        validated = initProgram(gl3);
    }
    if (validated) {
        validated = initVertexArray(gl3);
    }

    /**
     * No sense here? Moreovec 4.0f is illegal, [0, 1] allowed.
     */
    gl3.glEnable(GL_SAMPLE_SHADING);
    gl3.glMinSampleShading(4.0f);

    return validated;
}
 
Example 9
Source File: Gl_320_primitive_sprite.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean begin(GL gl) {

    GL3 gl3 = (GL3) gl;

    boolean validated = true;

    if (validated) {
        validated = initTexture(gl3);
    }
    if (validated) {
        validated = initProgram(gl3);
    }
    if (validated) {
        validated = initBuffer(gl3);
    }
    if (validated) {
        validated = initVertexArray(gl3);
    }

    gl3.glEnable(GL_DEPTH_TEST);
    gl3.glDepthFunc(GL_LESS);
    gl3.glEnable(GL_PROGRAM_POINT_SIZE);
    //glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
    gl3.glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);

    return validated;
}
 
Example 10
Source File: Gl_320_primitive_sprite.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, clearColor0);
    gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth);

    gl3.glEnable(GL_SCISSOR_TEST);
    gl3.glScissor(windowSize.x / 4, windowSize.y / 4, windowSize.x / 2, windowSize.y / 2);

    gl3.glViewport((int) (windowSize.x * 0.25f), (int) (windowSize.y * 0.25f),
            (int) (windowSize.x * 0.5f), (int) (windowSize.y * 0.5f));
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor1);
    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.glUniform1i(uniformDiffuse, 0);

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

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

    return true;
}
 
Example 11
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 12
Source File: Gl_320_fbo_blend_points.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
    protected boolean begin(GL gl) {

        GL3 gl3 = (GL3) gl;

        boolean validated = true;

        gl3.glEnable(GL_PROGRAM_POINT_SIZE);
        /**
         * Strange, I remember I had to enable it to get it working, but if I do it now I get
         *
         * type Error
         * severity High: dangerous undefined behavior
         * source GL API
         * msg GL_INVALID_ENUM error generated. Cannot enable <cap> in the current profile.
         */
//        gl3.glEnable(GL_POINT_SPRITE);
        gl3.glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);

        float[] pointSizeProperties = new float[3];
        gl3.glGetFloatv(GL2GL3.GL_POINT_SIZE_RANGE, pointSizeProperties, 0);
        gl3.glGetFloatv(GL2GL3.GL_POINT_SIZE_GRANULARITY, pointSizeProperties, 2);
        System.out.println("pointSizeRange: (" + pointSizeProperties[0] + ", " + pointSizeProperties[1] + ") "
                + "granularity: " + pointSizeProperties[2]);

        if (validated) {
            validated = initProgram(gl3);
        }
        if (validated) {
            validated = initBuffer(gl3);
        }
        if (validated) {
            validated = initVertexArray(gl3);
        }
        if (validated) {
            validated = initTexture(gl3);
        }
        if (validated) {
            validated = initFramebuffer(gl3);
        }

        return validated;
    }
 
Example 13
Source File: Gl_320_fbo_srgb_decode_ext.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);
    }

    {
        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));

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

        // TextureName[texture::DIFFUSE] is a sRGB texture which sRGB conversion on fetch has been disabled
        // Hence in the shader, the value is stored as sRGB so we should not convert it to sRGB.
        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);
    }

    {
        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);
    }

    return true;
}
 
Example 14
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 15
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 16
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 17
Source File: NBodyVisualizer.java    From gpu-nbody with MIT License 4 votes vote down vote up
/**
 * Implementation of GLEventListener: Called when the given GLAutoDrawable is to be displayed.
 */
@Override
public void display(final GLAutoDrawable drawable) {

	if (!initialized) {
		return;
	}
	final GL3 gl = (GL3) drawable.getGL();

	// run computation
	// Map OpenGL buffer object for writing from OpenCL
	gl.glFinish();
	simulation.step();

	gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Activate the shader program
	gl.glUseProgram(shaderProgramID);

	// Set the current projection matrix
	final int projectionMatrixLocation = gl.glGetUniformLocation(shaderProgramID, "projectionMatrix");
	gl.glUniformMatrix4fv(projectionMatrixLocation, 1, false, projectionMatrix, 0);

	// Set the current modelview matrix
	final int modelviewMatrixLocation = gl.glGetUniformLocation(shaderProgramID, "modelviewMatrix");
	gl.glUniformMatrix4fv(modelviewMatrixLocation, 1, false, modelviewMatrix, 0);

	final int screenSizeLocation = gl.glGetUniformLocation(shaderProgramID, "screenSize");
	gl.glUniform2f(screenSizeLocation, glComponent.getWidth(), glComponent.getHeight());

	final int spriteSizeLocation = gl.glGetUniformLocation(shaderProgramID, "spriteSize");
	gl.glUniform1f(spriteSizeLocation, 0.1f);

	bodyTexture.enable(gl);
	bodyTexture.bind(gl);
	final int textureLocation = gl.glGetUniformLocation(shaderProgramID, "tex");
	gl.glUniform1i(textureLocation, bodyTexture.getTarget());

	// Render the VBO
	gl.glEnable(GL_TEXTURE_2D);
	gl.glEnable(GL_BLEND);
	gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE);

	final int velLocation = gl.glGetAttribLocation(shaderProgramID, "inVelocity");
	gl.glBindBuffer(GL_ARRAY_BUFFER, velocityVBO);
	gl.glEnableVertexAttribArray(velLocation);
	gl.glVertexAttribPointer(velLocation, 4, GL3.GL_FLOAT, false, 0, 0);

	final int inVertexLocation = gl.glGetAttribLocation(shaderProgramID, "inVertex");
	gl.glBindBuffer(GL_ARRAY_BUFFER, positionVBO);
	gl.glEnableVertexAttribArray(inVertexLocation);
	gl.glVertexAttribPointer(inVertexLocation, 4, GL3.GL_FLOAT, false, 0, 0);

	gl.glDrawArrays(GL_POINTS, 0, simulation.getNumberOfBodies());
}
 
Example 18
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);
    }
}
 
Example 19
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 20
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;
}