Example usage for org.lwjgl.opengl GL15 GL_ARRAY_BUFFER

List of usage examples for org.lwjgl.opengl GL15 GL_ARRAY_BUFFER

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL15 GL_ARRAY_BUFFER.

Prototype

int GL_ARRAY_BUFFER

To view the source code for org.lwjgl.opengl GL15 GL_ARRAY_BUFFER.

Click Source Link

Document

Accepted by the target parameters of BindBuffer, BufferData, BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData, GetBufferParameteriv, and GetBufferPointerv.

Usage

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);
}