private void revertViewportState(GL3 gl){ gl.glViewport( previousViewport.get(0), previousViewport.get(1), previousViewport.get(2), previousViewport.get(3)); }//end revertViewportToWindow()
/** * @param x * @param y * @param width * @param height * @see com.jogamp.opengl.GL#glViewport(int, int, int, int) */ public void glViewport(int x, int y, int width, int height) { try{delegate.glViewport(x, y, width, height);} catch(GLException e){glException(e); throw e;} } /**
@Override public void reshape( GLAutoDrawable drawable, int x, int y, int width, int height) { GL3 gl = (GL3)drawable.getGL(); gl.glViewport(0, 0, width, height); }
@Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { gl.glViewport(0, 0, width, height); this.width = width; this.height = height; arcBall.setBounds(width, height); updateRenderScale(); }
public void defaultViewport() { final GLCanvas canvas = this.canvas; getGl().glViewport(0, 0, canvas.getWidth(), canvas.getHeight()); }
gl.glViewport(0, 0, getBufferSizeFrames(), 1); gl.glClear(GL3.GL_COLOR_BUFFER_BIT); for (SoundEvent ev : activeEvents) {// TODO: Replace with Factory calls
public void process(GL3 gl, int renderListLogicalVec4Offset, int numPrimitives){ final int relevantVertexBufferWidth = ((int)(VERTEX_BUFFER_WIDTH/3))*3; vertexProgram.use(); vertexFrameBuffer.bindToDraw(); vertexProgram.getUniform("logicalVec4Offset").setui(renderListLogicalVec4Offset); gpu.memoryManager.get().bindToUniform(0, vertexProgram, vertexProgram.getUniform("rootBuffer")); objectProcessingStage.getCamMatrixTexture() .bindToTextureUnit(1, gl); objectProcessingStage.getNoCamMatrixTexture().bindToTextureUnit(2, gl); gl.glDepthMask(false); gl.glDisable(GL3.GL_BLEND); gl.glDisable(GL3.GL_DEPTH_TEST); gl.glDisable(GL3.GL_CULL_FACE); gl.glDisable(GL3.GL_MULTISAMPLE); gl.glViewport(0, 0, relevantVertexBufferWidth, (int)Math.ceil((double)(numPrimitives*3)/(double)relevantVertexBufferWidth));//256*256 = 65536, max we can handle. gl.glDrawArrays(GL3.GL_TRIANGLES, 0, 3); //Cleanup gpu.defaultFrameBuffers(); gpu.defaultProgram(); gpu.defaultTIU(); gpu.defaultTexture(); }
gl.glViewport(0, 0, OBJECT_TEXTURE_SIDE_LEN, OBJECT_TEXTURE_SIDE_LEN); gpu.memoryManager.get().bindToUniform(0, objectProgram, objectProgram.getUniform("rootBuffer"));
gl.glViewport(0, 0, RendererFactory.PRIMITIVE_BUFFER_WIDTH*RendererFactory.PRIMITIVE_BUFFER_OVERSAMPLING, RendererFactory.PRIMITIVE_BUFFER_HEIGHT*RendererFactory.PRIMITIVE_BUFFER_OVERSAMPLING);