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:uk.co.hexeption.darkforge.utils.render.GLUtils.java
License:Open Source License
public static int genVBO() { int id = GL15.glGenBuffers(); vbos.add(id);// w ww.j a va 2s . c o m GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, id); return id; }
From source file:uk.co.hexeption.darkforge.utils.render.GLUtils.java
License:Open Source License
/** * Cleans ups the arrays on close/*from w ww. j av a 2s . c o m*/ */ public static void cleanup() { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); for (int vbo : vbos) { GL15.glDeleteBuffers(vbo); } for (int texture : textures) { glDeleteTextures(texture); } }
From source file:uk.co.ifs_studios.engine.geometry.BasicDrawElement.java
License:Open Source License
/** * Set verticies to DrawElement.// ww w .j a v a2 s . co m * * @param verticies * - Verticies. */ public void setVerticies(Vertex[] verticies) { float[] vertexValues = new float[verticies.length * 4]; int vertexIndex = 0; for (int i = 0; i < vertexValues.length; i += 4) { vertexValues[i + 0] = verticies[vertexIndex].getX(); vertexValues[i + 1] = verticies[vertexIndex].getY(); vertexValues[i + 2] = verticies[vertexIndex].getZ(); vertexValues[i + 3] = verticies[vertexIndex].getW(); vertexIndex++; } FloatBuffer verticiesBuffer = BufferUtils.createFloatBuffer(vertexValues.length); verticiesBuffer.put(vertexValues); verticiesBuffer.flip(); GL30.glBindVertexArray(this.vao); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticiesBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:uk.co.ifs_studios.engine.geometry.BasicDrawElement.java
License:Open Source License
/** * Set colors to DrawElement.//from w w w . j av a 2 s. c o m * * @param colors * - Colors. */ public void setColors(Color[] colors) { float[] colorValues = new float[colors.length * 4]; int colorIndex = 0; for (int i = 0; i < colorValues.length; i += 4) { colorValues[i + 0] = colors[colorIndex].getRed(); colorValues[i + 1] = colors[colorIndex].getGreen(); colorValues[i + 2] = colors[colorIndex].getBlue(); colorValues[i + 3] = colors[colorIndex].getAlpha(); colorIndex++; } FloatBuffer colorsBuffer = BufferUtils.createFloatBuffer(colorValues.length); colorsBuffer.put(colorValues); colorsBuffer.flip(); GL30.glBindVertexArray(this.vao); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.cbo); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colorsBuffer, GL15.GL_STREAM_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:uk.co.ifs_studios.engine.geometry.BasicDrawElement.java
License:Open Source License
/** * Set indices to DrawElement./* w w w.ja v a 2s . c om*/ * * @param indices * - Indices. */ public void setIndices(byte[] indices) { this.indiceCount = indices.length; ByteBuffer indiciesBuffer = BufferUtils.createByteBuffer(this.indiceCount); indiciesBuffer.put(indices); indiciesBuffer.flip(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indiciesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); }
From source file:uk.co.ifs_studios.engine.geometry.BasicDrawElement.java
License:Open Source License
/** * Render DrawElement.//from ww w . ja v a 2 s. com */ public void render() { this.shader.getShaderProgram().use(); Engine.getInstance().getWindow().getProjectionMatrix().store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getProjectionMatrixLocation(), false, this.matrixBuffer); Engine.getInstance().getGame().getCurrentState().getCamera().getViewMatrix().store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getViewMatrixLocation(), false, this.matrixBuffer); this.modelMatrix.store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getModelMatrixLocation(), false, this.matrixBuffer); GL30.glBindVertexArray(this.vao); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo); GL11.glDrawElements(GL11.GL_TRIANGLES, this.indiceCount, GL11.GL_UNSIGNED_BYTE, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); this.shader.getShaderProgram().unuse(); }
From source file:vertigo.graphics.lwjgl.LWJGL_Renderer.java
License:Open Source License
private void drawShape(Shape obj) { // Geometry: VBO and IBO if (obj.isDirty(Node.VBO)) { processBO(obj);/*w w w . j a v a 2s . co m*/ obj.setDirty(Node.VBO, false); } ShaderProg glshader = obj.getMaterial().getShaderMaterial(); GL20.glUseProgram(glshader.getHandle()); updateUniform(); VBO vbo = null; for (Attribute attrib : attribute) { if (vbo.getType().equals(attrib.getType())) { int alocation = GL20.glGetAttribLocation(glshader.getHandle(), attrib.getName()); GL20.glEnableVertexAttribArray(alocation); GL20.glVertexAttribPointer(alocation, attrib.getSize(), GL11.GL_FLOAT, false, vbo.getStride() << 2, 0L); } } if (isIndexed) { // draw with index GL11.glDrawElements(getOpenGLStyle(obj.getDrawingStyle()), /* elements */ ibo.getSize(), GL_UNSIGNED_INT, 0L); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL20.glDisableVertexAttribArray(0); } else { // draw without index GL11.glDrawArrays(getOpenGLStyle(obj.getDrawingStyle()), 0, capacity / vbo3f.getStride()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); } GL20.glUseProgram(0); }
From source file:vertigo.graphics.lwjgl.LWJGL_Renderer.java
License:Open Source License
/** * Process the BO.// w ww .ja v a 2 s. c om * @param obj shape */ private void initVBO(Shape obj) { int nbBO = obj.getGeometry().getNumberBO(); //return 2 for the cube (1 vbo + 1 ibo) ib = BufferTools.newIntBuffer(nbBO); GL15.glGenBuffers(ib); int i = 0; for (BO bo : obj.getGeometry().getAllBO()) { int boHandle = ib.get(i); bo.setHandle(boHandle); if (bo instanceof IBO) { isIndexed = true; ibo = (IBO) bo; GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, boHandle); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo.getIntBuffer(), GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); } else { VBO vbo = (VBO) bo; //if (!vbo.getBuffer().isLoaded() ) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, boHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vbo.getFloatBuffer(), GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); //} } i++; } GL15.glDeleteBuffers(ib); }
From source file:view.renderer.GridRenderer.java
public void draw() { GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vB, GL15.GL_STATIC_DRAW); GL11.glVertexPointer(2, GL11.GL_INT, 2 * 4, 0L); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, cID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, cB, GL15.GL_STATIC_DRAW); GL11.glColorPointer(3, GL11.GL_FLOAT, 3 * 4, 0L); GL11.glDrawArrays(GL11.GL_QUADS, 0, (linesX + linesY) * 4); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); }
From source file:voxels.Mesh.java
License:Open Source License
private void createMesh() { // We'll define our quad using 4 vertices of the custom 'TexturedVertex' class VertexData v0 = new VertexData(); v0.setXYZ(-0.5f, 0.5f, 0.5f);//from www . ja v a 2 s . com v0.setRGB(1, 0, 0); v0.setST(0, 0); VertexData v1 = new VertexData(); v1.setXYZ(-0.5f, -0.5f, 0.5f); v1.setRGB(0, 1, 0); v1.setST(0, 1); VertexData v2 = new VertexData(); v2.setXYZ(0.5f, -0.5f, 0.5f); v2.setRGB(0, 0, 1); v2.setST(1, 1); VertexData v3 = new VertexData(); v3.setXYZ(0.5f, 0.5f, 0.5f); v3.setRGB(1, 1, 1); v3.setST(1, 0); VertexData v4 = new VertexData(); v4.setXYZ(-0.5f, 0.5f, -0.5f); v4.setRGB(1, 0, 0); v4.setST(0, 0); VertexData v5 = new VertexData(); v5.setXYZ(-0.5f, -0.5f, -0.5f); v5.setRGB(0, 1, 0); v5.setST(0, 1); VertexData v6 = new VertexData(); v6.setXYZ(-0.5f, -0.5f, 0.5f); v6.setRGB(0, 0, 1); v6.setST(1, 1); VertexData v7 = new VertexData(); v7.setXYZ(-0.5f, 0.5f, 0.5f); v7.setRGB(1, 1, 1); v7.setST(1, 0); VertexData v8 = new VertexData(); v8.setXYZ(-0.5f, 0.5f, -0.5f); v8.setRGB(1, 0, 0); v8.setST(0, 0); VertexData v9 = new VertexData(); v9.setXYZ(-0.5f, 0.5f, 0.5f); v9.setRGB(0, 1, 0); v9.setST(0, 1); VertexData v10 = new VertexData(); v10.setXYZ(0.5f, 0.5f, 0.5f); v10.setRGB(0, 0, 1); v10.setST(1, 1); VertexData v11 = new VertexData(); v11.setXYZ(0.5f, 0.5f, -0.5f); v11.setRGB(1, 1, 1); v11.setST(1, 0); VertexData v12 = new VertexData(); v12.setXYZ(0.5f, -0.5f, 0.5f); v12.setRGB(1, 0, 0); v12.setST(0, 0); VertexData v13 = new VertexData(); v13.setXYZ(-0.5f, -0.5f, 0.5f); v13.setRGB(0, 1, 0); v13.setST(0, 1); VertexData v14 = new VertexData(); v14.setXYZ(-0.5f, -0.5f, -0.5f); v14.setRGB(0, 0, 1); v14.setST(1, 1); VertexData v15 = new VertexData(); v15.setXYZ(0.5f, -0.5f, -0.5f); v15.setRGB(1, 1, 1); v15.setST(1, 0); VertexData v16 = new VertexData(); v16.setXYZ(0.5f, -0.5f, -0.5f); v16.setRGB(1, 0, 0); v16.setST(0, 0); VertexData v17 = new VertexData(); v17.setXYZ(-0.5f, -0.5f, -0.5f); v17.setRGB(0, 1, 0); v17.setST(0, 1); VertexData v18 = new VertexData(); v18.setXYZ(-0.5f, 0.5f, -0.5f); v18.setRGB(0, 0, 1); v18.setST(1, 1); VertexData v19 = new VertexData(); v19.setXYZ(0.5f, 0.5f, -0.5f); v19.setRGB(1, 1, 1); v19.setST(1, 0); VertexData v20 = new VertexData(); v20.setXYZ(0.5f, -0.5f, 0.5f); v20.setRGB(1, 0, 0); v20.setST(0, 0); VertexData v21 = new VertexData(); v21.setXYZ(0.5f, -0.5f, -0.5f); v21.setRGB(0, 1, 0); v21.setST(0, 1); VertexData v22 = new VertexData(); v22.setXYZ(0.5f, 0.5f, -0.5f); v22.setRGB(0, 0, 1); v22.setST(1, 1); VertexData v23 = new VertexData(); v23.setXYZ(0.5f, 0.5f, 0.5f); v23.setRGB(1, 1, 1); v23.setST(1, 0); vertices = new VertexData[] { v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, v16, v17, v18, v19, v20, v21, v22, v23 }; // Put each 'Vertex' in one FloatBuffer verticesByteBuffer = BufferUtils.createByteBuffer(vertices.length * VertexData.stride); FloatBuffer verticesFloatBuffer = verticesByteBuffer.asFloatBuffer(); for (VertexData vertice : vertices) { // Add position, color and texture floats to the buffer verticesFloatBuffer.put(vertice.getElements()); } verticesFloatBuffer.flip(); // OpenGL expects to draw vertices in counter clockwise order by default short[] indices = new short[6 * vertices.length / 4]; for (short i = 0; i < indices.length / 6; i++) { // 0, 1, 2, 2, 3, 0,4, 5 , 0, 5, 1, 0, 1, 5, 2, 5, 6, 2, 3, 0, 7, 0, 2, 7, 8, 6, 4, 6, 5, 4, 2, 3, 8, 3, 6, 8 indices[i * 6 + 0] = (short) (0 + 4 * i); indices[i * 6 + 1] = (short) (1 + 4 * i); indices[i * 6 + 2] = (short) (2 + 4 * i); indices[i * 6 + 3] = (short) (2 + 4 * i); indices[i * 6 + 4] = (short) (3 + 4 * i); indices[i * 6 + 5] = (short) (0 + 4 * i); } //indices = new byte[]{0, 1, 2, 2, 3, 0,4, 5 , 0, 5, 1, 0, 1, 5, 2, 5, 6, 2, 3, 0, 7, 0, 2, 7, 8, 6, 4, 6, 5, 4, 2, 3, 8, 3, 6, 8}; vertices = null; indicesCount = indices.length; ShortBuffer indicesBuffer = BufferUtils.createShortBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); // Create a new Vertex Array Object in memory and select it (bind) vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); // Create a new Vertex Buffer Object in memory and select it (bind) vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesFloatBuffer, GL15.GL_STREAM_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, VertexData.positionElementCount, GL11.GL_FLOAT, false, VertexData.stride, VertexData.positionByteOffset); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, VertexData.colorElementCount, GL11.GL_FLOAT, false, VertexData.stride, VertexData.colorByteOffset); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(2, VertexData.textureElementCount, GL11.GL_FLOAT, false, VertexData.stride, VertexData.textureByteOffset); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Deselect (bind to 0) the VAO GL30.glBindVertexArray(0); // Create a new VBO for the indices and select it (bind) - INDICES 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); }