Example usage for org.lwjgl.opengl GL15 glBindBuffer

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

Introduction

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

Prototype

public static void glBindBuffer(@NativeType("GLenum") int target, @NativeType("GLuint") int buffer) 

Source Link

Document

Binds a named buffer object.

Usage

From source file:net.smert.frameworkgl.opengl.helpers.VertexBufferObjectHelper.java

License:Apache License

public void updateBufferData(int vboID, int offsetBytes, IntBuffer intBuffer) {
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
    GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, offsetBytes, intBuffer);
}

From source file:net.smert.frameworkgl.opengl.helpers.VertexBufferObjectHelper.java

License:Apache License

public void updateBufferData(int vboID, int offsetBytes, ShortBuffer shortBuffer) {
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
    GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, offsetBytes, shortBuffer);
}

From source file:net.smert.frameworkgl.opengl.helpers.VertexBufferObjectHelper.java

License:Apache License

public void updateBufferElementData(int vboID, int offsetBytes, ByteBuffer byteBuffer) {
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID);
    GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, offsetBytes, byteBuffer);
}

From source file:net.smert.frameworkgl.opengl.helpers.VertexBufferObjectHelper.java

License:Apache License

public void updateBufferElementData(int vboID, int offsetBytes, IntBuffer intBuffer) {
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID);
    GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, offsetBytes, intBuffer);
}

From source file:net.smert.frameworkgl.opengl.helpers.VertexBufferObjectHelper.java

License:Apache License

public void updateBufferElementData(int vboID, int offsetBytes, ShortBuffer shortBuffer) {
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID);
    GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, offsetBytes, shortBuffer);
}

From source file:opengl.test.object.CaroTable.java

@Override
protected void initVertex() {
    GL30.glBindVertexArray(vao);//bind vao  

    // position        color       texCoord

    float[] data = new float[] { -0.5f, -0.5f, 0f, 1f, 1f, 1f, 0f, 0f, 0.5f, -0.5f, 0f, 1f, 1f, 1f, 1f, 0f,
            -0.5f, 0.5f, 0f, 1f, 1f, 1f, 0f, 1f, 0.5f, 0.5f, 0f, 1f, 1f, 1f, 1f, 1f };

    dataBuffer = BufferUtils.createFloatBuffer(data.length);
    dataBuffer.put(data);/*from   w  w w  .  j a  v  a2 s  . com*/
    dataBuffer.flip();
    Logger.getGlobal().log(Level.SEVERE, "FloatBuffer capacity  : " + dataBuffer.capacity());

    this.vbo = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, dataBuffer, GL15.GL_STATIC_DRAW);

    this.VertexAttribPointer();

    int[] indices = { 0, 1, 2, 2, 1, 3 };
    IntBuffer indicesBuffer = BufferUtils.createIntBuffer(indices.length);
    indicesBuffer.put(indices);
    indicesBuffer.flip();
    this.ebo = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_DYNAMIC_DRAW);

    IntBuffer w = BufferUtils.createIntBuffer(1);
    IntBuffer h = BufferUtils.createIntBuffer(1);
    IntBuffer comp = BufferUtils.createIntBuffer(1);
    STBImage.stbi_set_flip_vertically_on_load(1);
    ByteBuffer image = STBImage.stbi_load("resource/3x3grid.png", w, h, comp, 0);

    int weight = w.get(0);
    int height = h.get(0);
    int compe = comp.get(0);

    Logger.getGlobal().log(Level.FINEST,
            "STBImage load status : " + weight + " " + height + " " + compe + " " + image);

    textureID = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);

    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, weight, height, 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, image);

    GL30.glBindVertexArray(0);//unbind vao
}

From source file:opengl.test.object.CaroTable.java

@Override
public void render() {

    this.bind();// use porgrma --> ket thuc disable program

    GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    this.VertexAttribPointer();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);

    GL20.glEnableVertexAttribArray(0);// set index ve 0 

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    GL11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_INT, 0);

    GL20.glDisableVertexAttribArray(0);// disable 

    GL30.glBindVertexArray(0);// unbind vao

    this.unbind();// dsiable program
}

From source file:opengl.test.object.cube.wall.java

/**
 * Must be override/*from   ww  w . j  a  va  2  s . c  o  m*/
 */
@Override
protected void initVertex() {

    GL30.glBindVertexArray(vao);//bind

    IntBuffer w = BufferUtils.createIntBuffer(1);
    IntBuffer h = BufferUtils.createIntBuffer(1);
    IntBuffer comp = BufferUtils.createIntBuffer(1);
    STBImage.stbi_set_flip_vertically_on_load(1);
    ByteBuffer image = STBImage.stbi_load(this.path, w, h, comp, 0);

    int weight = w.get(0);
    int height = h.get(0);
    int compe = comp.get(0);
    //System.out.println(weight+":"+height+":"+this.path);
    float[] data = new float[] { -x, -y, 0f, 1f, 1f, 1f, 0f, 0f, x, -y, 0f, 1f, 1f, 1f,
            (2 * x) * (this.repeatCount), 0f, -x, y, 0f, 1f, 1f, 1f, 0f, (2 * y) * (this.repeatCount), x, y, 0f,
            1f, 1f, 1f, (2 * x) * (this.repeatCount), (2 * y) * (this.repeatCount), };
    dataBuffer = BufferUtils.createFloatBuffer(data.length);
    dataBuffer.put(data);
    dataBuffer.flip();
    Logger.getGlobal().log(Level.SEVERE, "FloatBuffer capacity  : " + dataBuffer.capacity());

    this.vbo = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, dataBuffer, GL15.GL_STATIC_DRAW);

    this.VertexAttribPointer();

    int[] indices = { 0, 1, 2, 2, 1, 3, };
    IntBuffer indicesBuffer = BufferUtils.createIntBuffer(indices.length);
    indicesBuffer.put(indices);
    indicesBuffer.flip();
    this.ebo = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_DYNAMIC_DRAW);

    textureID = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);

    GL11.glTexParameteri(textureID, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(textureID, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);

    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, weight, height, 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, image);

    GL30.glBindVertexArray(0);//unbind
}

From source file:opengl.test.object.cube.wall.java

@Override
public void render() {
    this.bind();// use porgrma --> ket thuc disable program

    GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    this.VertexAttribPointer();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);

    GL20.glEnableVertexAttribArray(0);// set index ve 0 

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    GL11.glDrawElements(GL11.GL_TRIANGLE_STRIP, 6, GL11.GL_UNSIGNED_INT, 0);

    GL20.glDisableVertexAttribArray(0);// disable 

    GL30.glBindVertexArray(0);// unbind vao

    this.unbind();// dsiable program
}

From source file:opengl.test.object.endgame.endgame.java

@Override
protected void initVertex() {
    GL30.glBindVertexArray(vao);//bind vao  

    Object[] dataInput = objLoad.Wavefront(
            endgame.class.getClassLoader().getResourceAsStream("opengl/test/object/endgame/endgame.obj"), 1.0f,
            1.0f, 1.0f);/* w  ww . j av  a 2s .c  om*/
    super.dataBuffer = (FloatBuffer) dataInput[0];
    this.size = (int) dataInput[1];

    this.vbo = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, super.dataBuffer, GL15.GL_STATIC_DRAW);

    this.VertexAttribPointer();

    IntBuffer w = BufferUtils.createIntBuffer(1);
    IntBuffer h = BufferUtils.createIntBuffer(1);
    IntBuffer comp = BufferUtils.createIntBuffer(1);
    STBImage.stbi_set_flip_vertically_on_load(1);
    ByteBuffer image = STBImage.stbi_load("resource/win.png", w, h, comp, 0);

    textureIDWIN = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureIDWIN);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, w.get(0), h.get(0), 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, image);

    image = STBImage.stbi_load("resource/lose.png", w, h, comp, 0);

    textureIDLOSE = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureIDLOSE);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, w.get(0), h.get(0), 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, image);

    image = STBImage.stbi_load("resource/draw.png", w, h, comp, 0);

    textureIDDRAW = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureIDDRAW);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, w.get(0), h.get(0), 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, image);

    GL30.glBindVertexArray(0);//unbind vao
}