Java Code Examples for com.jogamp.opengl.GL4#glDrawBuffers()

The following examples show how to use com.jogamp.opengl.GL4#glDrawBuffers() . 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: Gl_400_fbo_rtt_texture_array.java    From jogl-samples with MIT License 6 votes vote down vote up
private boolean initFramebuffer(GL4 gl4) {

        gl4.glGenFramebuffers(1, framebufferName);
        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl4.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(0), 0, 0);
        gl4.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textureName.get(0), 0, 1);
        gl4.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, textureName.get(0), 0, 2);
        IntBuffer drawBuffers = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
            GL_COLOR_ATTACHMENT2});
        gl4.glDrawBuffers(3, drawBuffers);
        if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
            return false;
        }

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl4.glDrawBuffer(GL_BACK);
        if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
            return false;
        }

        return checkError(gl4, "initFramebuffer");
    }
 
Example 2
Source File: Gl_400_blend_rtt.java    From jogl-samples with MIT License 6 votes vote down vote up
private boolean initFramebuffer(GL4 gl4) {

        gl4.glGenFramebuffers(1, framebufferName);
        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));

        gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.R), 0);
        gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textureName.get(Texture.G), 0);
        gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, textureName.get(Texture.B), 0);

        IntBuffer drawBuffers = GLBuffers.newDirectIntBuffer(4);
        drawBuffers.put(0, GL_NONE);
        drawBuffers.put(1, GL_COLOR_ATTACHMENT0);
        drawBuffers.put(2, GL_COLOR_ATTACHMENT1);
        drawBuffers.put(3, GL_COLOR_ATTACHMENT2);

        gl4.glDrawBuffers(4, drawBuffers);

        if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
            return false;
        }

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        return true;
    }
 
Example 3
Source File: Gl_400_fbo_layered.java    From jogl-samples with MIT License 6 votes vote down vote up
private boolean initFramebuffer(GL4 gl4) {

        IntBuffer buffers = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0});
        gl4.glGenFramebuffers(1, framebufferName);
        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureColorbufferName.get(0), 0);
        gl4.glDrawBuffers(1, buffers);
        if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
            return false;
        }

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl4.glDrawBuffer(GL_BACK);
        if (!isFramebufferComplete(gl4, 0)) {
            return false;
        }

        return checkError(gl4, "initFramebuffer");
    }
 
Example 4
Source File: Gl_410_fbo_layered.java    From jogl-samples with MIT License 6 votes vote down vote up
private boolean initFramebuffer(GL4 gl4) {

        IntBuffer buffersRender = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0});

        gl4.glGenFramebuffers(1, framebufferName);
        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(0), 0);
        gl4.glDrawBuffers(1, buffersRender);
        if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
            return false;
        }

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl4.glDrawBuffer(GL_BACK);
        if (!isFramebufferComplete(gl4, 0)) {
            return false;
        }

        BufferUtils.destroyDirectBuffer(buffersRender);

        return checkError(gl4, "initFramebuffer");
    }
 
Example 5
Source File: Gl_400_fbo_shadow.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initFramebuffer(GL4 gl4) {

        boolean validated = true;

        IntBuffer buffersRender = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0});

        gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.FRAMEBUFFER));
        gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
        gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.RENDERBUFFER), 0);
        gl4.glDrawBuffers(1, buffersRender);
        if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.FRAMEBUFFER))) {
            return false;
        }

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.SHADOW));
        gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.SHADOWMAP), 0);
        gl4.glDrawBuffer(GL_NONE);
        if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.SHADOW))) {
            return false;
        }

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl4.glDrawBuffer(GL_BACK);
        if (!isFramebufferComplete(gl4, 0)) {
            return false;
        }

        BufferUtils.destroyDirectBuffer(buffersRender);

        return validated && checkError(gl4, "initFramebuffer");
    }
 
Example 6
Source File: Gl_400_fbo_rtt.java    From jogl-samples with MIT License 3 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_FACTOR, windowSize.y / FRAMEBUFFER_FACTOR);

    gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y);

    // Pass 1
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    int[] drawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
    gl4.glDrawBuffers(3, drawBuffers, 0);

    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0).put(2, 0).put(3, 1));
    gl4.glClearBufferfv(GL_COLOR, 1, clearColor.put(0, 0).put(1, 1).put(2, 0).put(3, 1));
    gl4.glClearBufferfv(GL_COLOR, 2, clearColor.put(0, 0).put(1, 0).put(2, 1).put(3, 1));

    // Pass 2
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1));

    gl4.glUseProgram(programName);
    gl4.glUniform1i(uniformDiffuse, 0);

    gl4.glBindVertexArray(vertexArrayName.get(0));

    for (int i = 0; i < Texture.MAX; ++i) {
        gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w);

        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i));

        gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }

    gl4.glUseProgram(0);

    return true;
}