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.gui.UIElement.java
License:Open Source License
public void doBuffer() { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, getBufferID()); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, dataBuffer, GL15.GL_STATIC_DRAW); }
From source file:com.opengrave.og.light.Depth2DFramebuffer.java
License:Open Source License
public Depth2DFramebuffer(int size) { framebufferSize = size;// www . j av a 2 s . c o m framebuffer = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); shadowMap = new Texture2DShadowMap(framebufferSize); shadowMap.bindToFrameBuffer(); // GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0); GL11.glDrawBuffer(GL11.GL_NONE); Util.checkErr(); GL11.glReadBuffer(GL11.GL_NONE); int i = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (i != GL30.GL_FRAMEBUFFER_COMPLETE) { throw new RuntimeException("Framebuffer creation failed with code: " + i); } GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // TESTING STUFF count = 2; FloatBuffer pos = BufferUtils.createFloatBuffer(3 * 3 * count); FloatBuffer tex = BufferUtils.createFloatBuffer(2 * 3 * count); pos.put(0.75f).put(0.75f).put(0f); pos.put(0.75f).put(0.25f).put(0f); pos.put(0.25f).put(0.75f).put(0f); pos.put(0.25f).put(0.25f).put(0f); pos.put(0.75f).put(0.25f).put(0f); pos.put(0.25f).put(0.75f).put(0f); pos.flip(); tex.put(1f).put(1f); tex.put(1f).put(0f); tex.put(0f).put(1f); tex.put(0f).put(0f); tex.put(1f).put(0f); tex.put(0f).put(1f); tex.flip(); vao_ID = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vao_ID); int vbo_pos_ID = GL15.glGenBuffers(); int vbo_tex_ID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_pos_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, pos, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_tex_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, tex, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, 0, 0); }
From source file:com.opengrave.og.light.Depth2DFramebuffer.java
License:Open Source License
public void dumpTestingImage() { // TESTING//from w ww . j a v a 2 s . c o m GL11.glDisable(GL11.GL_DEPTH_TEST); int pID = Resources.loadShader("test.vs", "test.fs").getProgram(); GL20.glUseProgram(pID); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); GL20.glUniform1i(shadow, 0); GL30.glBindVertexArray(vao_ID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); shadowMap.bind(GL13.GL_TEXTURE0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, count * 3); shadowMap.unbind(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); GL11.glEnable(GL11.GL_DEPTH_TEST); // END TESTING }
From source file:com.owens.oobjloader.lwjgl.VBO.java
License:BSD License
public void render() { GL11.glEnable(GL11.GL_TEXTURE_2D);/*from www . ja v a 2 s . c om*/ GL11.glBindTexture(GL11.GL_TEXTURE_2D, textId); // Bind The Texture GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, verticeAttributesID); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(3, GL11.GL_FLOAT, ATTR_V_STRIDE2_BYTES, ATTR_V_OFFSET_BYTES); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glNormalPointer(GL11.GL_FLOAT, ATTR_N_STRIDE2_BYTES, ATTR_N_OFFSET_BYTES); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, ATTR_T_STRIDE2_BYTES, ATTR_T_OFFSET_BYTES); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesID); GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_INT, 0); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glDisable(GL11.GL_TEXTURE_2D); }
From source file:com.redthirddivision.quad.rendering.models.Model.java
License:Apache License
private void storeInAttribList(int attribNumber, int coordSize, float[] data) { int vboID = GL15.glGenBuffers(); ResourceManager.addVBO(vboID);/*w w w . j a v a 2s . c o m*/ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); FloatBuffer buffer = Util.storeInFloatBuffer(data); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(attribNumber, coordSize, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:com.rfdickerson.openworld.CubeGeometry.java
@Override void init() {/* ww w.ja v a 2s . c o m*/ float[] vertices = { -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f }; byte[] indices = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 4, 3, 5, 0, 4, 6, 0, 6, 1 }; indicesCount = indices.length; ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length); verticesBuffer.put(vertices); verticesBuffer.flip(); //vertexCount = 6; vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); vboiId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); this.isLoaded = true; exitOnGLError("init terrain patch"); }
From source file:com.rfdickerson.openworld.CubeGeometry.java
@Override void cleanup() {// w w w .j a v a 2 s . co m log.info("Cleaning up the SimpleTerrain"); GL20.glDisableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboId); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboiId); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); this.isLoaded = false; }
From source file:com.rfdickerson.openworld.RenderSurface.java
@Override void init() {// w ww .j av a 2 s. c o m float[] vertices = { -0.5f, 0f, -0.5f, -0.5f, 0f, 0.5f, 0.5f, 0f, 0.5f, 0.5f, 0f, -0.5f }; byte[] indices = { 0, 1, 3, 1, 2, 3 }; indicesCount = indices.length; ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length); verticesBuffer.put(vertices); verticesBuffer.flip(); //vertexCount = 6; vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); vboiId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); this.isLoaded = true; exitOnGLError("init terrain patch"); }
From source file:com.runescape.client.revised.client.lwjgl.Mesh.java
License:Open Source License
public void addVertices(final Vertex[] vertices) { this.setSize(vertices.length); /* Vertex.getSize()) */; GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.getVbo()); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, Utilities.createFlippedBuffer(vertices), GL15.GL_STATIC_DRAW); }
From source file:com.runescape.client.revised.client.lwjgl.Mesh.java
License:Open Source License
public void draw() { GL20.glEnableVertexAttribArray(0);//from www.j a v a 2 s . c om GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.getVbo()); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, Vertex.getSize() * 4, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.getSize()); GL20.glDisableVertexAttribArray(0); }