List of usage examples for org.lwjgl.opengl GL15 GL_ARRAY_BUFFER
int GL_ARRAY_BUFFER
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From source file:com.github.begla.blockmania.rendering.manager.VertexBufferObjectManager.java
License:Apache License
public void bufferVboData(int id, FloatBuffer buffer, int drawMode) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, id); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, drawMode); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:com.github.kajdreef.mazerunnermvn.Object.GameObject.java
protected void createVBO() { FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length * Vertex.elementCount); for (int i = 0; i < vertices.length; i++) { verticesBuffer.put(vertices[i].getElements()); }/*w w w . j a v a2s.c o m*/ verticesBuffer.flip(); // Create the indices buffer and place the data in it. ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesData.length); indicesBuffer.put(indicesData); indicesBuffer.flip(); // Initialize the VAO vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); // Initialize the VBO vboVerticesId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboVerticesId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); // Put the positions in attribute list 0 GL20.glVertexAttribPointer(0, Vertex.positionElementCount, GL11.GL_FLOAT, false, Vertex.stride, Vertex.positionByteOffset); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, Vertex.colorElementCount, GL11.GL_FLOAT, false, Vertex.stride, Vertex.colorByteOffset); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(2, Vertex.textureElementCount, GL11.GL_FLOAT, false, Vertex.stride, Vertex.textureByteOffset); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Deselect the VAO GL30.glBindVertexArray(0); // Create a VBO for the indices. vboIndicesId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndicesId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); }
From source file:com.github.kajdreef.mazerunnermvn.Object.GameObject.java
public void destroy() { // Disable the VBO index from the VAO attributes list GL20.glDisableVertexAttribArray(0);/*from w ww . j a v a 2 s. c o m*/ // Delete the vertex VBO GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboVerticesId); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboIndicesId); // Delete the VAO GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); }
From source file:com.google.gapid.glviewer.gl.VertexBuffer.java
License:Apache License
VertexBuffer(Renderer owner, float[] data, int elementsPerVertex) { super(owner); this.handle = GL15.glGenBuffers(); this.elementsPerVertex = elementsPerVertex; this.vertexCount = data.length / elementsPerVertex; this.elementType = GL11.GL_FLOAT; owner.register(this); bind();//w w w . j a v a 2 s . com GL15.glBufferData(GL15.GL_ARRAY_BUFFER, data, GL15.GL_STATIC_DRAW); }
From source file:com.google.gapid.glviewer.gl.VertexBuffer.java
License:Apache License
void bind() { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, handle); }
From source file:com.grillecube.client.opengl.GLVertexArray.java
/** set VertexArray attribute depending on bounded VertexBuffer */ public void setAttributei(GLVertexBuffer vbo, int index, int size, int type, int stride, long pointer) { vbo.bind(GL15.GL_ARRAY_BUFFER); GL30.glVertexAttribIPointer(index, size, type, stride, pointer); // vbo.unbind(GL15.GL_ARRAY_BUFFER); }
From source file:com.grillecube.client.opengl.GLVertexArray.java
/** bind the given VertexBuffer and set the attribute in the VertexArray */ public void setAttribute(GLVertexBuffer vbo, int attributeID, int length, int type, boolean normalized, int stride, int offset) { vbo.bind(GL15.GL_ARRAY_BUFFER); this.setAttribute(attributeID, length, type, normalized, stride, offset); // vbo.unbind(GL15.GL_ARRAY_BUFFER); }
From source file:com.grillecube.client.opengl.GLVertexArray.java
/** bind the given VertexBuffer and set the attribute in the VertexArray */ public void setAttribute(float[] floats, int attributeID, int length, int type, boolean normalized, int stride, int offset) { GLVertexBuffer vbo = GLH.glhGenVBO(); vbo.bind(GL15.GL_ARRAY_BUFFER); vbo.bufferData(GL15.GL_ARRAY_BUFFER, floats, GL15.GL_STATIC_DRAW); this.setAttribute(attributeID, length, type, normalized, stride, offset); // vbo.unbind(GL15.GL_ARRAY_BUFFER); }
From source file:com.grillecube.client.opengl.GLVertexArray.java
/** * bind the given vertex buffer, and set it as an instanced attribute to the * vertex array/*from w w w.jav a 2 s .c o m*/ */ public void setAttributeInstanced(GLVertexBuffer vbo, int attributeID, int length, int type, boolean normalized, int stride, int offset) { vbo.bind(GL15.GL_ARRAY_BUFFER); this.setAttributeInstanced(attributeID, length, type, normalized, stride, offset); // vbo.unbind(GL15.GL_ARRAY_BUFFER); }
From source file:com.grillecube.client.opengl.GLVertexBuffer.java
/** * /*from w ww . jav a2 s . c om*/ * @param offset * : buffer offset * @param floats_count * : number of floats to get * @return */ public ByteBuffer getContent(int offset, int byteCount) { ByteBuffer buffer = BufferUtils.createByteBuffer(byteCount); this.bind(GL15.GL_ARRAY_BUFFER); GL15.glGetBufferSubData(GL15.GL_ARRAY_BUFFER, offset, buffer); // this.unbind(GL15.GL_ARRAY_BUFFER); return (buffer); }