List of usage examples for org.lwjgl.opengl GL15 GL_ARRAY_BUFFER
int GL_ARRAY_BUFFER
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From source file:org.spout.engine.renderer.vertexbuffer.VertexBufferImplByte.java
License:Open Source License
public void bind() { if (vboId == -1) throw new IllegalStateException("Cannot bind a vertex buffer without data!"); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL20.glVertexAttribPointer(getLayout(), getElements(), GL11.GL_BYTE, false, 0, 0); }
From source file:org.spout.renderer.lwjgl.gl20.GL20VertexArray.java
License:Open Source License
@Override public void setData(VertexData vertexData) { checkCreated();//from www.j a v a 2 s. c o m // Generate a new indices buffer if we don't have one yet if (indicesBufferID == 0) { indicesBufferID = GL15.glGenBuffers(); } // Bind the indices buffer GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferID); // Get the new count of indices final int newIndicesCount = vertexData.getIndicesCount(); // If the new count is greater than or 50% smaller than the old one, we'll reallocate the memory // In the first case because we need more space, in the other to save space if (newIndicesCount > indicesCount || newIndicesCount <= indicesCount * 0.5) { GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, vertexData.getIndicesBuffer(), GL15.GL_STATIC_DRAW); } else { // Else, we replace the data with the new one, but we don't resize, so some old data might be left trailing in the buffer GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, 0, vertexData.getIndicesBuffer()); } // Unbind the indices buffer GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); // Update the count to the new one indicesCount = newIndicesCount; indicesDrawCount = indicesCount; // Ensure that the indices offset and count fits inside the valid part of the buffer indicesOffset = Math.min(indicesOffset, indicesCount - 1); indicesDrawCount = indicesDrawCount - indicesOffset; // Bind the vao if (extension.has()) { extension.glBindVertexArray(id); } // Create a new array of attribute buffers ID of the correct size final int attributeCount = vertexData.getAttributeCount(); final int[] newAttributeBufferIDs = new int[attributeCount]; // Copy all the old buffer IDs that will fit in the new array so we can reuse them System.arraycopy(attributeBufferIDs, 0, newAttributeBufferIDs, 0, Math.min(attributeBufferIDs.length, newAttributeBufferIDs.length)); // Delete any buffers that we don't need (new array is smaller than the previous one) for (int i = newAttributeBufferIDs.length; i < attributeBufferIDs.length; i++) { GL15.glDeleteBuffers(attributeBufferIDs[i]); } // Create new buffers if necessary (new array is larger than the previous one) for (int i = attributeBufferIDs.length; i < newAttributeBufferIDs.length; i++) { newAttributeBufferIDs[i] = GL15.glGenBuffers(); } // Copy the old valid attribute buffer sizes final int[] newAttributeBufferSizes = new int[attributeCount]; System.arraycopy(attributeBufferSizes, 0, newAttributeBufferSizes, 0, Math.min(attributeBufferSizes.length, newAttributeBufferSizes.length)); // If we don't have a vao, we have to save the properties manually if (!extension.has()) { attributeSizes = new int[attributeCount]; attributeTypes = new int[attributeCount]; attributeNormalizing = new boolean[attributeCount]; } // Upload the new vertex data for (int i = 0; i < attributeCount; i++) { final VertexAttribute attribute = vertexData.getAttribute(i); final ByteBuffer attributeData = attribute.getData(); // Get the current buffer size final int bufferSize = newAttributeBufferSizes[i]; // Get the new buffer size final int newBufferSize = attributeData.remaining(); // Bind the target buffer GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, newAttributeBufferIDs[i]); // If the new count is greater than or 50% smaller than the old one, we'll reallocate the memory if (newBufferSize > bufferSize || newBufferSize <= bufferSize * 0.5) { GL15.glBufferData(GL15.GL_ARRAY_BUFFER, attributeData, GL15.GL_STATIC_DRAW); } else { // Else, we replace the data with the new one, but we don't resize, so some old data might be left trailing in the buffer GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, attributeData); } // Update the buffer size to the new one newAttributeBufferSizes[i] = newBufferSize; // Next, we add the pointer to the data in the vao if (extension.has()) { // As a float, normalized or not GL20.glVertexAttribPointer(i, attribute.getSize(), attribute.getType().getGLConstant(), attribute.getUploadMode().normalize(), 0, 0); // Enable the attribute GL20.glEnableVertexAttribArray(i); } else { // Else we save the properties for rendering attributeSizes[i] = attribute.getSize(); attributeTypes[i] = attribute.getType().getGLConstant(); attributeNormalizing[i] = attribute.getUploadMode().normalize(); } } // Unbind the last vbo GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Unbind the vao if (extension.has()) { extension.glBindVertexArray(0); } // Update the attribute buffer IDs to the new ones attributeBufferIDs = newAttributeBufferIDs; // Update the attribute buffer sizes to the new ones attributeBufferSizes = newAttributeBufferSizes; // Check for errors LWJGLUtil.checkForGLError(); }
From source file:org.spout.renderer.lwjgl.gl20.GL20VertexArray.java
License:Open Source License
@Override public void draw() { checkCreated();//from w w w.jav a2 s . c o m if (extension.has()) { // Bind the vao extension.glBindVertexArray(id); } else { // Enable the vertex attributes for (int i = 0; i < attributeBufferIDs.length; i++) { // Bind the buffer GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, attributeBufferIDs[i]); // Define the attribute GL20.glVertexAttribPointer(i, attributeSizes[i], attributeTypes[i], attributeNormalizing[i], 0, 0); // Enable it GL20.glEnableVertexAttribArray(i); } // Unbind the last buffer GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } // Bind the index buffer GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferID); // Draw all indices with the provided mode GL11.glDrawElements(drawingMode.getGLConstant(), indicesDrawCount, GL11.GL_UNSIGNED_INT, indicesOffset * DataType.INT.getByteSize()); // Unbind the indices buffer GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:org.spout.renderer.lwjgl.gl30.GL30VertexArray.java
License:Open Source License
@Override public void setData(VertexData vertexData) { checkCreated();// ww w . j a v a 2 s . c om // Generate a new indices buffer if we don't have one yet if (indicesBufferID == 0) { indicesBufferID = GL15.glGenBuffers(); } // Bind the indices buffer GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferID); // Get the new count of indices final int newIndicesCount = vertexData.getIndicesCount(); // If the new count is greater than or 50% smaller than the old one, we'll reallocate the memory // In the first case because we need more space, in the other to save space if (newIndicesCount > indicesCount || newIndicesCount <= indicesCount * 0.5) { GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, vertexData.getIndicesBuffer(), GL15.GL_STATIC_DRAW); } else { // Else, we replace the data with the new one, but we don't resize, so some old data might be left trailing in the buffer GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, 0, vertexData.getIndicesBuffer()); } // Unbind the indices buffer GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); // Update the count to the new one indicesCount = newIndicesCount; indicesDrawCount = indicesCount; // Ensure that the indices offset and count fits inside the valid part of the buffer indicesOffset = Math.min(indicesOffset, indicesCount - 1); indicesDrawCount = indicesDrawCount - indicesOffset; // Bind the vao GL30.glBindVertexArray(id); // Create a new array of attribute buffers ID of the correct size final int attributeCount = vertexData.getAttributeCount(); final int[] newAttributeBufferIDs = new int[attributeCount]; // Copy all the old buffer IDs that will fit in the new array so we can reuse them System.arraycopy(attributeBufferIDs, 0, newAttributeBufferIDs, 0, Math.min(attributeBufferIDs.length, newAttributeBufferIDs.length)); // Delete any buffers that we don't need (new array is smaller than the previous one) for (int i = newAttributeBufferIDs.length; i < attributeBufferIDs.length; i++) { GL15.glDeleteBuffers(attributeBufferIDs[i]); } // Create new buffers if necessary (new array is larger than the previous one) for (int i = attributeBufferIDs.length; i < newAttributeBufferIDs.length; i++) { newAttributeBufferIDs[i] = GL15.glGenBuffers(); } // Copy the old valid attribute buffer sizes final int[] newAttributeBufferSizes = new int[attributeCount]; System.arraycopy(attributeBufferSizes, 0, newAttributeBufferSizes, 0, Math.min(attributeBufferSizes.length, newAttributeBufferSizes.length)); // Upload the new vertex data for (int i = 0; i < attributeCount; i++) { final VertexAttribute attribute = vertexData.getAttribute(i); final ByteBuffer attributeData = attribute.getData(); // Get the current buffer size final int bufferSize = newAttributeBufferSizes[i]; // Get the new buffer size final int newBufferSize = attributeData.remaining(); // Bind the target buffer GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, newAttributeBufferIDs[i]); // If the new count is greater than or 50% smaller than the old one, we'll reallocate the memory if (newBufferSize > bufferSize || newBufferSize <= bufferSize * 0.5) { GL15.glBufferData(GL15.GL_ARRAY_BUFFER, attributeData, GL15.GL_STATIC_DRAW); } else { // Else, we replace the data with the new one, but we don't resize, so some old data might be left trailing in the buffer GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, attributeData); } // Update the buffer size to the new one newAttributeBufferSizes[i] = newBufferSize; // Next, we add the pointer to the data in the vao // We have three ways to interpret integer data if (attribute.getType().isInteger() && attribute.getUploadMode() == UploadMode.KEEP_INT) { // Directly as an int GL30.glVertexAttribIPointer(i, attribute.getSize(), attribute.getType().getGLConstant(), 0, 0); } else { // Or as a float, normalized or not GL20.glVertexAttribPointer(i, attribute.getSize(), attribute.getType().getGLConstant(), attribute.getUploadMode().normalize(), 0, 0); } // Finally enable the attribute GL20.glEnableVertexAttribArray(i); } // Unbind the last vbo GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Unbind the vao GL30.glBindVertexArray(0); // Update the attribute buffer IDs to the new ones attributeBufferIDs = newAttributeBufferIDs; // Update the attribute buffer sizes to the new ones attributeBufferSizes = newAttributeBufferSizes; // Check for errors LWJGLUtil.checkForGLError(); }
From source file:org.terasology.logic.manager.VertexBufferObjectManager.java
License:Apache License
public void bufferVboData(int id, ByteBuffer 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:org.terasology.rendering.assets.skeletalmesh.SkeletalMesh.java
License:Apache License
public void preRender() { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboUVBuffer); GL13.glClientActiveTexture(GL13.GL_TEXTURE0); glTexCoordPointer(2, GL11.GL_FLOAT, TEX_COORD_SIZE * 4, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndexBuffer); }
From source file:org.terasology.rendering.assets.skeletalmesh.SkeletalMesh.java
License:Apache License
public void postRender() { glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); }
From source file:org.terasology.rendering.assets.skeletalmesh.SkeletalMesh.java
License:Apache License
public void doRender(List<Vector3f> verts, List<Vector3f> normals) { FloatBuffer vertBuffer = BufferUtils.createFloatBuffer(verts.size() * 6); for (int i = 0; i < verts.size(); ++i) { Vector3f vert = verts.get(i); vertBuffer.put(vert.x);//w w w .jav a2s . c om vertBuffer.put(vert.y); vertBuffer.put(vert.z); Vector3f norm = normals.get(i); vertBuffer.put(norm.x); vertBuffer.put(norm.y); vertBuffer.put(norm.z); } vertBuffer.flip(); VertexBufferObjectManager.getInstance().bufferVboData(vboPosNormBuffer, vertBuffer, GL15.GL_DYNAMIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboPosNormBuffer); glVertexPointer(VECTOR3_SIZE, GL_FLOAT, STRIDE, 0); glNormalPointer(GL_FLOAT, STRIDE, NORMAL_OFFSET); GL11.glDrawElements(GL11.GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:org.terasology.rendering.opengl.OpenGLMesh.java
License:Apache License
public void preRender() { if (!isDisposed()) { glEnableClientState(GL_VERTEX_ARRAY); if (hasTexCoord0 || hasTexCoord1) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); }/*from w ww.ja v a 2s .c o m*/ if (hasColor) { glEnableClientState(GL_COLOR_ARRAY); } if (hasNormal) { glEnableClientState(GL_NORMAL_ARRAY); } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboVertexBuffer); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndexBuffer); glVertexPointer(VERTEX_SIZE, GL11.GL_FLOAT, stride, vertexOffset); if (hasTexCoord0) { GL13.glClientActiveTexture(GL13.GL_TEXTURE0); glTexCoordPointer(TEX_COORD_0_SIZE, GL11.GL_FLOAT, stride, texCoord0Offset); } if (hasTexCoord1) { GL13.glClientActiveTexture(GL13.GL_TEXTURE1); glTexCoordPointer(TEX_COORD_1_SIZE, GL11.GL_FLOAT, stride, texCoord1Offset); } if (hasColor) { glColorPointer(COLOR_SIZE, GL11.GL_FLOAT, stride, colorOffset); } if (hasNormal) { glNormalPointer(GL11.GL_FLOAT, stride, normalOffset); } } else { logger.error("Attempted to render disposed mesh: {}", getURI()); } }
From source file:org.terasology.rendering.opengl.OpenGLMesh.java
License:Apache License
public void postRender() { if (!isDisposed()) { if (hasNormal) { glDisableClientState(GL_NORMAL_ARRAY); }/*from w w w .ja va2 s. c o m*/ if (hasColor) { glDisableClientState(GL_COLOR_ARRAY); } if (hasTexCoord0 || hasTexCoord1) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); } glDisableClientState(GL_VERTEX_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); } else { logger.error("Attempted to render disposed mesh: {}", getURI()); } }