List of usage examples for org.lwjgl.opengl GL15 glBindBuffer
public static void glBindBuffer(@NativeType("GLenum") int target, @NativeType("GLuint") int buffer)
From source file:me.sunchiro.game.engine.gl.Graphic.java
License:Open Source License
private synchronized void render() { GL11.glClearColor(bgColor.x, bgColor.y, bgColor.z, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL20.glUseProgram(shader.getPID());/*from ww w . j a va 2 s. c o m*/ // GL13.glActiveTexture(GL13.GL_TEXTURE0); GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid)); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); long offset = 0; int shift = 0; GL11.glAlphaFunc(GL11.GL_GREATER, 0.4f); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); for (Drawable object : objects) { Matrix4f finalMVP = new Matrix4f(mvpMat); Matrix4f modelMat = new Matrix4f(); Matrix4f scaler = new Matrix4f(); scaler.scale(object.scale * allScale); modelMat.translate(object.translation); modelMat.rotateXYZ(object.rotation.x, object.rotation.y, object.rotation.z); finalMVP.mul(modelMat); finalMVP.mul(scaler); finalMVP.get(0, matBuff); if (object.isChar) { GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid_charmap)); } GL20.glUniformMatrix4fv(shader.getMVPLocation(), false, matBuff); GL20.glUniform1i(shader.getInverseLocation(), object.inverseAlpha ? 1 : 0); if (object.isVisible()) GL32.glDrawElementsBaseVertex(GL11.GL_TRIANGLES, object.getIndices().length, GL11.GL_UNSIGNED_BYTE, offset, shift); offset += object.getIndices().length; shift += object.getVertex().length; if (object.isChar) { GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid)); } } render2d(offset, shift); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); // GL20.glUseProgram(0); glfwSwapBuffers(window); glfwPollEvents(); }
From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30VertexArray.java
License:Open Source License
@Override public void setIndices(TIntList indices) { ensureCreated("VertexArray must be created to set the indices."); // Put the indices into an IntBuffer final IntBuffer buffer = BufferUtils.createIntBuffer(indices.size()); indices.forEach((int i) -> { buffer.put(i);//from w w w . j av a 2 s . c om return true; }); buffer.flip(); // Bind the index buffer GL15.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); // Set the indices data to the vao from the vertex data GL15.glBufferData(GL_ELEMENT_ARRAY_BUFFER, buffer, GL_STATIC_DRAW); // Unbind the index buffer GL15.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Set the draw count this.drawCount = indices.size(); // Check for errors RenderUtil.checkGLError(); }
From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30VertexArray.java
License:Open Source License
@Override public void addAttribute(int index, int size, TFloatList data) { ensureCreated("VertexArray must be created to add an attribute."); if (index > GL11.glGetInteger(GL_MAX_VERTEX_ATTRIBS)) { throw new IllegalArgumentException("Vertex attribute index exceeds maximum vertex attribute index."); }//from w w w . j av a 2s .c o m // Put the indices into an FloatBuffer final FloatBuffer buffer = BufferUtils.createFloatBuffer(data.size()); data.forEach((float f) -> { buffer.put(f); return true; }); buffer.flip(); // Bind the VAO GL30.glBindVertexArray(vao); // Generate and bind the attribute buffer final int id = GL15.glGenBuffers(); GL15.glBindBuffer(GL_ARRAY_BUFFER, id); // Set the attribute data GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW); // Enable the vertex attribute GL20.glEnableVertexAttribArray(index); // Set the vertex attribute settings GL20.glVertexAttribPointer(index, size, DataType.FLOAT.getGLConstant(), false, 0, 0L); // Disable the vertex attribute GL20.glDisableVertexAttribArray(index); // Unbind the attribute buffer GL15.glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind the VAO GL30.glBindVertexArray(vao); // Add the buffer id to the attributes list this.attributes.insert(index, id); // Check for errors RenderUtil.checkGLError(); }
From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30VertexArray.java
License:Open Source License
@Override public void draw() { ensureCreated("VertexArray must be created to draw."); //Bind the vertex array object GL30.glBindVertexArray(vao);/* ww w . j ava 2 s .c om*/ // Enable the vertex attributes for (int i = 0; i < attributes.size(); ++i) { GL20.glEnableVertexAttribArray(i); } // Bind the index buffer GL15.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); // Draw the vertex elements GL11.glDrawElements(GL_TRIANGLES, drawCount, DataType.UNSIGNED_INT.getGLConstant(), 0L); // Unbind the index buffer GL15.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Disable the vertex attributes for (int i = 0; i < attributes.size(); ++i) { GL20.glDisableVertexAttribArray(i); } // Unbind the vertex array object GL30.glBindVertexArray(0); }
From source file:model.ModelMD2.java
@Override public void destroy() { //Delete VAO//from w ww. java 2 s.co m GL30.glBindVertexArray(vao_id); { for (int i = 0; i < 6; i++) { GL20.glDisableVertexAttribArray(i); } //Delete VBOs GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); for (int i = 0; i < frame_ids.length; i++) { GL15.glDeleteBuffers(frame_ids[i]); } } GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vao_id); GL11.glDeleteTextures(tex_id); }
From source file:model.ModelMD2.java
@Override public void draw(float frame, float[] vpMatrix, float[] matrix, RenderEngine engine) { if (frame < 0 || frame > header.num_frames - 1) return;/* w w w. j a va 2s . co m*/ //Select current frame and next int frame_0 = frame_ids[(int) Math.floor(frame)]; int frame_1 = frame_ids[(int) Math.min(Math.ceil(frame), header.num_frames - 1)]; //Upload frame interpolation GL11.glBindTexture(GL11.GL_TEXTURE_2D, tex_id); ShaderUtils.useProgram(shader_id); { //Upload uniform values ShaderUtils.setUniformMatrix4(shader_id, "viewprojMatrix", vpMatrix); ShaderUtils.setUniformMatrix4(shader_id, "modelMatrix", matrix); ShaderUtils.setUniformVar(shader_id, "frame_interpolated", (float) (frame - Math.floor(frame))); //ShaderUtils.setUniformVar(shader_id, "cameraDir", engine.camera.yaw, engine.camera.pitch, engine.camera.roll); //Bind frames to VAO GL30.glBindVertexArray(vao_id); { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, frame_0);//Bind frame 0 { GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 32, 0); GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, 32, 12); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 32, 20); } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, frame_1);//Bind frame 1 { GL20.glVertexAttribPointer(3, 3, GL11.GL_FLOAT, false, 32, 0); GL20.glVertexAttribPointer(4, 2, GL11.GL_FLOAT, false, 32, 12); GL20.glVertexAttribPointer(5, 3, GL11.GL_FLOAT, false, 32, 20); } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); //Enable attribs and render for (int i = 0; i < 6; i++) { GL20.glEnableVertexAttribArray(i); } { GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, header.num_tris * 3); } for (int i = 0; i < 6; i++) { GL20.glDisableVertexAttribArray(i); } } GL30.glBindVertexArray(0); } ShaderUtils.useProgram(0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
From source file:model.ModelMD2.java
public void compileVBO() { frame_ids = new int[header.num_frames]; ArrayList<float[]> data = new ArrayList<float[]>(); for (int currentFrame = 0; currentFrame < header.num_frames; currentFrame++) { MD2_Frame frame = frames[currentFrame];// Current frame for (int currentTriangle = 0; currentTriangle < header.num_tris; currentTriangle++) { for (int j = 0; j < 3; j++) { float[] temp = new float[8]; //Extract position from vertex array using triangles vertex index MD2_Vertex vertex = frame.vertices[triangles[currentTriangle].vertexIndex[j]]; //For MD2 format/exporter Z is up, swap Z and Y for OGL temp[0] = vertex.v[1];/* w ww. j av a2 s. c o m*/ temp[1] = vertex.v[2]; temp[2] = vertex.v[0]; //Extract texture coords from st array using triangle texture index float s = (float) (textureCoords[triangles[currentTriangle].textureIndex[j]].s / 256f); float t = (float) (textureCoords[triangles[currentTriangle].textureIndex[j]].t / 256f); temp[3] = s; temp[4] = t; //Normals, why hardcoded? int index = frame.vertices[triangles[currentTriangle].vertexIndex[j]].lightNormalIndex; //Some models seems to use a different normal array and doesn't work with Quake II normals if (index < normals.length) { float[] n = normals[index]; temp[5] = n[0]; temp[6] = n[2]; temp[7] = n[1]; } data.add(temp);//Add vertex data } } //Put data into floatbuffer ByteBuffer verticesByteBuffer = BufferUtils.createByteBuffer(data.size() * 32); FloatBuffer verticesFloatBuffer = verticesByteBuffer.asFloatBuffer(); for (int i = 0; i < data.size(); i++) { // Add position, normal and texture floats to the buffer verticesFloatBuffer.put(data.get(i)); } verticesFloatBuffer.flip(); //Put data into its vbo int id = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, id); { GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesFloatBuffer, GL15.GL_STATIC_DRAW); } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); //Clear data for next frame data.clear(); //Save frame id frame_ids[currentFrame] = id; } GLUtil.cerror(getClass().getName() + " compileVBO"); }
From source file:net.kubin.rendering.ChunkMeshBuilder.java
License:Apache License
public static void generateChunkMesh(Chunk chunk, MeshType meshType) { if (DEBUG) {/*from w w w. j a v a2s. c o m*/ System.out.println("Building " + meshType.name() + " Mesh for " + chunk.toString() + "..."); } /* Make sure there are no list edits anymore */ chunk.performListChanges(); ChunkMesh mesh = chunk.getMesh(); mesh.destroy(meshType); /* Compute vertex count */ int vertexCount = chunk.getVertexCount(meshType); if (DEBUG) { System.out.println("\tVertex Count = " + vertexCount); } /* * If there are no faces visible yet (because of generating busy), don't * create a buffer */ if (vertexCount == 0) { return; } mesh.setVertexCount(meshType, vertexCount); /* Create a buffer */ int vbo = BufferManager.getInstance().createBuffer(); mesh.setVBO(meshType, vbo); /* Bind the buffer */ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo); /* Allocate size for the buffer */ int size = vertexCount * STRIDE * FLOAT_SIZE; GL15.glBufferData(GL15.GL_ARRAY_BUFFER, size, GL15.GL_STATIC_DRAW); if (DEBUG) { System.out.println( "\tCreate VBO: " + vbo + " with size = " + size + " (ERROR: " + GL11.glGetError() + ")"); } /* Get the native buffer to write to */ ByteBuffer byteBuffer = GL15.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY, size, null); if (byteBuffer == null) { System.out.println("\tCouldn't create a native VBO!: GL Error Code = " + GL11.glGetError()); GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); mesh.destroy(meshType); Thread.dumpStack(); mesh.setVBO(meshType, -1); mesh.setVertexCount(meshType, 0); return; } FloatBuffer vertexBuffer = byteBuffer.asFloatBuffer(); /* Store all vertices in the buffer */ USED_SIZE = 0; /* Local temporary variables, used to speed up */ IntList blockList = chunk.getVisibleBlocks(); int blockIndex = -1; byte BlockDef = 0; boolean special = false; Vec3i vec = new Vec3i(); BlockDef type; Block block = null; LightBuffer lightBuffer = chunk.getLightBuffer(); byte faceMask = 0; /* Iterate over the blocks */ for (int i = 0; i < blockList.size(); ++i) { blockIndex = blockList.get(i); BlockDef = chunk.getChunkData().getBlockDef(blockIndex); if (BlockDef == 0) { continue; } special = chunk.getChunkData().isSpecial(blockIndex); type = _blockManager.getBlockDef(BlockDef); if ((meshType == MeshType.OPAQUE && !type.isTranslucent() && type.hasNormalAABB()) || (meshType == MeshType.TRANSLUCENT && (type.isTranslucent() || !type.hasNormalAABB()))) { ChunkData.indexToPosition(blockIndex, vec); /* Build the light buffer */ vec.setX(vec.x() + chunk.getAbsoluteX()); vec.setZ(vec.z() + chunk.getAbsoluteZ()); lightBuffer.setReferencePoint(vec.x(), vec.y(), vec.z()); if (special) { block = chunk.getChunkData().getSpecialBlock(blockIndex); if (block.isVisible()) { block.storeInVBO(vertexBuffer, lightBuffer); } } else { faceMask = chunk.getChunkData().getFaceMask(blockIndex); type.getDefaultBlockBrush().setFaceMask(faceMask); type.getBrush().storeInVBO(vertexBuffer, vec.x() + 0.5f, vec.y() + 0.5f, vec.z() + 0.5f, lightBuffer); } } } /* Perform a check */ if (USED_SIZE != STRIDE * FLOAT_SIZE * mesh.getVertexCount(meshType)) { System.out.println("\t[WARNING!]: Used size = " + USED_SIZE); System.out.println("\t[WARNING!]: Vertex count = " + USED_SIZE / STRIDE / FLOAT_SIZE); mesh.setVertexCount(meshType, USED_SIZE / STRIDE / FLOAT_SIZE); } byteBuffer.flip(); GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:net.neilcsmith.praxis.video.opengl.internal.IndexBufferObject.java
License:Apache License
/** Binds this IndexBufferObject for rendering with glDrawElements. */ public void bind() { if (bufferHandle == 0) { throw new RuntimeException("buuh"); }/*from w ww. j a v a2 s . c om*/ GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, bufferHandle); if (isDirty) { byteBuffer.limit(buffer.limit() * 2); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, byteBuffer, usage); isDirty = false; } isBound = true; }
From source file:net.neilcsmith.praxis.video.opengl.internal.IndexBufferObject.java
License:Apache License
/** Disposes this IndexBufferObject and all its associated OpenGL resources. */ public void dispose() { tmpHandle.clear();/*from ww w .ja va2s.c o m*/ tmpHandle.put(bufferHandle); tmpHandle.flip(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(tmpHandle); bufferHandle = 0; }