List of usage examples for org.lwjgl.opengl GL30 GL_FRAMEBUFFER
int GL_FRAMEBUFFER
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From source file:de.ikosa.mars.viewer.glviewer.engine.GLRenderer2Stage.java
License:Open Source License
public void Draw() { // forward pass GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbAId); GL20.glDrawBuffers(GL30.GL_COLOR_ATTACHMENT0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); scene.Pass(GLScene.PassType.Forward, camera); // post pass/* w ww . ja va 2s .co m*/ GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbBId); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); ssqScene.Pass(GLScene.PassType.PostProcess); // post B pass GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); ssqScene.Pass(GLScene.PassType.PostProcess2); }
From source file:eu.over9000.veya.rendering.Shadow.java
License:Open Source License
public void init() { depthMap = GL11.glGenTextures();// w w w . j a va 2 s . c o m GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthMap); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL13.GL_CLAMP_TO_BORDER); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL13.GL_CLAMP_TO_BORDER); shadowFBO = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, shadowFBO); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthMap, 0); GL11.glDrawBuffer(GL11.GL_NONE); GL11.glReadBuffer(GL11.GL_NONE); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); }
From source file:eu.over9000.veya.rendering.Shadow.java
License:Open Source License
public void preRender() { Veya.program_shadow.use(true);/* w w w.j ava 2s . co m*/ updateMatrixLightSpaceMatrixLocation(); GL11.glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, shadowFBO); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glCullFace(GL11.GL_FRONT); }
From source file:eu.over9000.veya.rendering.Shadow.java
License:Open Source License
public void postRender() { GL11.glCullFace(GL11.GL_BACK); // don't forget to reset original culling face GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); Veya.program_normal.use(true);// w ww. ja va 2 s .co m GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight()); GL13.glActiveTexture(GL13.GL_TEXTURE1); GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthMap); }
From source file:fr.ign.cogit.geoxygene.appli.render.LwjglLayerRenderer.java
License:Open Source License
/** * Draw the Rendered FBO into the Ping Pong FBO * /*from w w w. ja v a 2s .c om*/ * @throws GLException */ private void drawInPingPongFBO() throws GLException { if (this.current_symbolizer == null) { logger.error("The current symbolizer is NULL"); return; } // Get the blending mode of this symbolizer and the filter of the // current Layer. BlendingMode bmode = this.current_symbolizer.getBlendingMode(); if (bmode == null) { bmode = GeoxygeneConstants.GL_VarName_DefaultBlendingMode; } LayerFilter layerfilter = ((AbstractLayer) this.getLayer()).getFilter(); if (layerfilter == null) layerfilter = new LayerFilterIdentity(); String program_name = "GLProgram-" + (bmode.toString() + "-" + layerfilter.getClass().getSimpleName()).toLowerCase(); GLProgram p = GLContext.getActiveGlContext().getProgram(program_name); if (p == null) { GLProgramBuilder builder = new GLProgramBuilder(); builder.addDelegateBuilder(new BlendingModeGLProgramBuilder(bmode, layerfilter)); p = builder.build(program_name, null); if (p == null) { logger.warn("Failed to create the blending program " + bmode); logger.warn("Fallback to the default blending program " + GeoxygeneConstants.GL_VarName_DefaultBlendingMode); bmode = GeoxygeneConstants.GL_VarName_DefaultBlendingMode; p = builder.build("GLProgram-" + (bmode.toString() + "-" + LayerFilterIdentity.class.getSimpleName()).toLowerCase(), null); } if (p == null) { logger.fatal("Failed to create the blending program " + bmode + ". Exiting the rendering."); return; } GLContext.getActiveGlContext().addProgram(p); } GLContext.getActiveGlContext().setCurrentProgram(p); this.getLayerViewPanel().getGLCanvas().drawInPingPong(p); GL30.glBindVertexArray(LayerViewGLPanel.getScreenQuad().getVaoId()); p.setUniform(GeoxygeneConstants.GL_VarName_ObjectOpacityVarName, 1f); p.setUniform(GeoxygeneConstants.GL_VarName_GlobalOpacityVarName, 1f); GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); GLTools.glCheckError("before FBO drawing textured quad"); LwjglLayerRenderer.drawComplex(LayerViewGLPanel.getScreenQuad()); GLTools.glCheckError("FBO drawing textured quad"); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); GL30.glBindVertexArray(0); // unbind VAO GLTools.glCheckError("exiting FBO rendering"); glBindTexture(GL_TEXTURE_2D, 0); // unbind texture }
From source file:ion2d.INGrabber.java
License:Open Source License
/** * Grabs an image of the display and attachs it to the specified texture * @param INTexture2D texture//from www .j a va2s.co m * @throws Exception */ public void grab(INTexture2D texture) throws Exception { GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING, this.oldBufferObject); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.bufferObject.get(0)); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, texture.getId(), 0); int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (status != GL30.GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Frame Grabber could not attach texture to framebuffer"); } GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.oldBufferObject.get(0)); }
From source file:ion2d.INGrabber.java
License:Open Source License
/** * Before Rendering of grabbing the screen *//*from w ww .j a v a 2 s . c o m*/ public void beforeRender() { GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING, this.oldBufferObject); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.bufferObject.get(0)); GL11.glClearColor(0, 0, 0, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); }
From source file:ion2d.INGrabber.java
License:Open Source License
/** * After Rendering of grabbing the screen */ public void afterRender() { GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.oldBufferObject.get(0)); }
From source file:net.smert.frameworkgl.opengl.helpers.FrameBufferObjectHelper.java
License:Apache License
public void attachRenderBuffer(int attachment, int rboID) { GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, attachment, GL30.GL_RENDERBUFFER, rboID); }
From source file:net.smert.frameworkgl.opengl.helpers.FrameBufferObjectHelper.java
License:Apache License
public void attachTexture(int attachment, int textureID) { GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, attachment, textureTarget, textureID, 0); }