@Override public void glDrawBuffer(final int mode) { GL11.glDrawBuffer(mode); }
public void glDrawBuffer(int param1) { GL11.glDrawBuffer(param1); }
private void setDrawBuffer(final int attachVal) { GL11.glDrawBuffer(attachVal); }
public void setDrawBuffer(int i) { glDrawBuffer(GL_COLOR_ATTACHMENT0 + i); }
public void glDrawBuffer(int param1) { GL11.glDrawBuffer(param1); }
public void glDrawBuffer(int param1) { GL11.glDrawBuffer(param1); }
public void blitFrameBuffer(int sourceAttachment, int destinationAttachment, int writeFBO, int width, int height){ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, writeFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER, id); glReadBuffer(GL_COLOR_ATTACHMENT0 + sourceAttachment); glDrawBuffer(GL_COLOR_ATTACHMENT0 + destinationAttachment); glBlitFramebuffer(0,0,width,height,0,0,width,height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); }
public ShadowBuffer() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map textures depthMap = new ArrTexture(ShadowRenderer.NUM_CASCADES, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getIds()[0], 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowBuffer() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map textures depthMap = new ArrTexture(ShadowRenderer.NUM_CASCADES, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getIds()[0], 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowBuffer() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map textures depthMap = new ArrTexture(ShadowRenderer.NUM_CASCADES, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getIds()[0], 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }