List of usage examples for org.lwjgl.opengl GL15 GL_ARRAY_BUFFER
int GL_ARRAY_BUFFER
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From source file:com.opengrave.og.base.RenderableLiquid.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }/*w w w.ja v a 2 s . c om*/ GL30.glBindVertexArray(vaoID); if (vbopID == 0) { vbopID = GL15.glGenBuffers(); } if (vbooID == 0) { vbooID = GL15.glGenBuffers(); } if (vbonID == 0) { vbonID = GL15.glGenBuffers(); } if (changed) { vertexList.clear(); posBuffer.clear(); offsetBuffer.clear(); normBuffer.clear(); recreate(); changed = false; int verts = vertexList.size(); if (vertexList.size() == 0) { return; } if (posBuffer.capacity() != verts * 4) { posBuffer = BufferUtils.createFloatBuffer(verts * 4); } if (offsetBuffer.capacity() != verts * 4) { offsetBuffer = BufferUtils.createFloatBuffer(verts * 4); } if (normBuffer.capacity() != verts * 3) { normBuffer = BufferUtils.createFloatBuffer(verts * 3); } for (int i = 0; i < vertexList.size(); i += 3) { VertexLiquid vm0, vm1, vm2; vm0 = vertexList.get(i); vm1 = vertexList.get(i + 1); vm2 = vertexList.get(i + 2); posBuffer.put(vm0.x).put(vm0.y).put(vm0.z).put(vm0.tex); posBuffer.put(vm1.x).put(vm1.y).put(vm1.z).put(vm0.tex); posBuffer.put(vm2.x).put(vm2.y).put(vm2.z).put(vm0.tex); offsetBuffer.put(0).put(0).put(0).put(0); offsetBuffer.put(vm1.x - vm0.x).put(vm1.y - vm0.y).put(0).put(0); offsetBuffer.put(vm2.x - vm0.x).put(vm2.y - vm0.y).put(0).put(0); normBuffer.put(vm0.nx).put(vm0.ny).put(vm0.nz); normBuffer.put(vm1.nx).put(vm1.ny).put(vm1.nz); normBuffer.put(vm2.nx).put(vm2.ny).put(vm2.nz); } posBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbopID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0); offsetBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbooID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, offsetBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); normBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbonID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, normBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void renderShadows(Matrix4f matrix, Shadow shadow) { dealWithChange();// www. j a va 2 s. c o m if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("terrainshadow.vs", "castshadow.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); getContext().setShadowMatrices(pID, matrix, shadow); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered"); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();//from w w w. ja v a 2 s . c o m if (vertexList.size() == 0) { return; } // GL11.glBindTexture(GL11.GL_TEXTURE_2D, // Resources.loadTexture("tex/blank.png").id); int pID = Resources.loadShader("terrain.vs", "terrain.fs").getProgram(); GL20.glUseProgram(pID); int atlas = GL20.glGetUniformLocation(pID, "arraytexture"); int colours = GL20.glGetUniformLocation(pID, "colours"); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); int normals = GL20.glGetUniformLocation(pID, "arraytexturedata"); GL20.glUniform1i(atlas, 0); GL20.glUniform1i(colours, 1); GL20.glUniform1i(normals, 2); GL20.glUniform1i(shadow, 3); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 1, "in_TextureCoord"); GL20.glBindAttribLocation(pID, 2, "in_TexIndex"); GL20.glBindAttribLocation(pID, 3, "in_Normal"); getContext().setMatrices(pID, matrix); GL20.glUniform1i(GL20.glGetUniformLocation(pID, "hidden"), hidden); textureAtlas.bind(GL13.GL_TEXTURE0); getColourTexture().bind(GL13.GL_TEXTURE1); normalAtlas.bind(GL13.GL_TEXTURE2); getContext().bindShadowData(GL13.GL_TEXTURE3); getContext().bindLights(pID, GL13.GL_TEXTURE4); Util.setRenderStyle(pID, style); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); getContext().unbindLights(); getContext().unbindShadowData(); textureAtlas.unbind(); // HGMainThread.shadowMap.unbind(); getColourTexture().unbind(); // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered"); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();/*from w w w.j av a 2 s . c om*/ if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("terrainshadow.vs", "pickingmodel.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); getContext().setMatrices(pID, matrix); Picking.registerObject(pID, getContext(), object); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }/*from w w w . j a v a 2 s . c o m*/ GL30.glBindVertexArray(vaoID); if (vbopID == 0) { vbopID = GL15.glGenBuffers(); } if (vbotID == 0) { vbotID = GL15.glGenBuffers(); } if (vbotDID == 0) { vbotDID = GL15.glGenBuffers(); } if (vboNID == 0) { vboNID = GL15.glGenBuffers(); } if (changed) { changed = false; vertexList.clear(); posBuffer.clear(); texBuffer.clear(); texDBuffer.clear(); normBuffer.clear(); recreate(); int verts = vertexList.size(); if (vertexList.size() == 0) { return; } if (posBuffer.capacity() != verts * 3) { posBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (texBuffer.capacity() != verts * 3) { texBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (texDBuffer.capacity() != verts * 3) { texDBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (normBuffer.capacity() != verts * 3) { normBuffer = BufferUtils.createFloatBuffer(verts * 3); } for (int i = 0; i < vertexList.size(); i += 3) { VertexMultiTex vm0, vm1, vm2; vm0 = vertexList.get(i); vm1 = vertexList.get(i + 1); vm2 = vertexList.get(i + 2); posBuffer.put(vm0.x).put(vm0.y).put(vm0.z); posBuffer.put(vm1.x).put(vm1.y).put(vm1.z); posBuffer.put(vm2.x).put(vm2.y).put(vm2.z); texBuffer.put(vm0.tx).put(vm0.ty).put((float) vm0.tex); texBuffer.put(vm1.tx).put(vm1.ty).put((float) vm1.tex); texBuffer.put(vm2.tx).put(vm2.ty).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); normBuffer.put(vm0.nx).put(vm0.ny).put(vm0.nz); normBuffer.put(vm1.nx).put(vm1.ny).put(vm1.nz); normBuffer.put(vm2.nx).put(vm2.ny).put(vm2.nz); } posBuffer.flip(); texBuffer.flip(); texDBuffer.flip(); normBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbopID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbotID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbotDID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texDBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboNID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, normBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(3, 3, GL11.GL_FLOAT, true, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } }
From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();//from w w w. java 2 s . c o m if (matList == null || !matList.valid()) { return; } GL30.glBindVertexArray(idVao); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); GL20.glUseProgram(pID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 1, "in_Colour"); GL20.glBindAttribLocation(pID, 2, "in_Scale"); Util.checkErr(); int texture = GL20.glGetUniformLocation(pID, "tex"); GL20.glUniform1i(texture, 0); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, getContext().width / 1024f); getContext().setMatrices(pID, matrix); if (matList != null && matList.valid()) { matList.bind(pID, GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDepthMask(false); GL11.glDrawArrays(GL11.GL_POINTS, 0, size); GL11.glDepthMask(true); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); if (matList != null && matList.valid()) { matList.unbind(); } Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();//from w w w . ja v a 2 s . c o m GL30.glBindVertexArray(idVao); int pID = Resources.loadShader("particle.vs", "pickingmodel.fs").getProgram(); GL20.glUseProgram(pID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(2); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 2, "in_Scale"); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); Picking.registerObject(pID, getContext(), object); GL11.glDrawArrays(GL11.GL_POINTS, 0, size); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void dealWithChange() { // Safely assume every frame is a new frame in terms of particle // positions. if (idVao == 0) { idVao = GL30.glGenVertexArrays(); }//from w w w.ja v a 2s.co m GL30.glBindVertexArray(idVao); if (idVboColours == 0) { idVboColours = GL15.glGenBuffers(); } if (idVboPositions == 0) { idVboPositions = GL15.glGenBuffers(); } if (idVboScale == 0) { idVboScale = GL15.glGenBuffers(); } size = particleList.size() * 4; if (positions == null || positions.capacity() != size) { positions = BufferUtils.createFloatBuffer(size); } if (colours == null || colours.capacity() != size) { colours = BufferUtils.createFloatBuffer(size); } if (scales == null || scales.capacity() != size) { scales = BufferUtils.createFloatBuffer(size); } positions.rewind(); colours.rewind(); scales.rewind(); for (ParticlePart particle : particleList) { Vector3f pos = particle.getPosition().toVector3(), sca = particle.getScaleData(); Vector4f col = particle.getColour(); positions.put(pos.x).put(pos.y).put(pos.z).put(1f); colours.put(col.x).put(col.y).put(col.z).put(col.w); scales.put(sca.x).put(sca.y).put(sca.z).put(1f); } positions.flip(); colours.flip(); scales.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, idVboPositions); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, positions, GL15.GL_STREAM_DRAW); GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, idVboColours); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colours, GL15.GL_STREAM_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, idVboScale); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, scales, GL15.GL_STREAM_DRAW); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderablePoints.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { Util.checkErr();//from ww w.j a va2 s .co m dealWithChange(); if (!visible) { return; } if (vertCount == 0) { return; } Util.checkErr(); GL11.glDisable(GL11.GL_DEPTH_TEST); Util.checkErr(); GL11.glPointSize(3f); Util.checkErr(); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); Util.checkErr(); GL20.glUseProgram(pID); Util.checkErr(); if (pID == 0) { return; } Util.checkErr(); GL30.glBindVertexArray(vaoID); Util.checkErr(); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); Util.checkErr(); if (tex != null) { tex.bind(GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDrawArrays(GL11.GL_POINTS, 0, vertCount); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); if (tex != null) { tex.unbind(); } Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); GL11.glEnable(GL11.GL_DEPTH_TEST); }
From source file:com.opengrave.og.base.RenderablePoints.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }/* w w w. j av a 2s. c om*/ GL30.glBindVertexArray(vaoID); if (vboID == 0) { vboID = GL15.glGenBuffers(); } if (vboCID == 0) { vboCID = GL15.glGenBuffers(); } if (vbosID == 0) { vbosID = GL15.glGenBuffers(); } if (changed) { changed = false; // vertexList.clear(); recreate(); synchronized (vertexList) { vertCount = vertexList.size(); if (vertCount == 0) { return; } if (posBuffer == null || posBuffer.capacity() != vertCount * 3) { posBuffer = BufferUtils.createFloatBuffer(vertCount * 3); } if (colBuffer == null || colBuffer.capacity() != vertCount * 4) { colBuffer = BufferUtils.createFloatBuffer(vertCount * 4); } if (scaleBuffer == null || scaleBuffer.capacity() != vertCount * 4) { scaleBuffer = BufferUtils.createFloatBuffer(vertCount * 4); } posBuffer.position(0); colBuffer.position(0); scaleBuffer.position(0); for (VertexPoint va : vertexList) { posBuffer.put(va.x).put(va.y).put(va.z); colBuffer.put(va.r).put(va.g).put(va.b).put(va.a); scaleBuffer.put(va.size).put(va.texture).put(0f).put(0f); } } posBuffer.flip(); colBuffer.flip(); scaleBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboCID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbosID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, scaleBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } GL30.glBindVertexArray(0); }