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: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 }