Example usage for org.lwjgl.opengl GL15 glBufferData

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

Introduction

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

Prototype

public static void glBufferData(@NativeType("GLenum") int target, @NativeType("void const *") double[] data,
        @NativeType("GLenum") int usage) 

Source Link

Document

Array version of: #glBufferData BufferData

Usage

From source file:com.auroraengine.opengl.model.VertexBuffer.java

License:Open Source License

@Override
public void create() throws GLException {
    if (index == 0) {
        index = GL15.glGenBuffers();/*from  ww  w.  j av a  2  s  .  c  om*/
        if (index == 0) {
            throw new GLException("Buffer could not be generated.");
        }
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, index);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, bb, permissions);
    }
}

From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java

License:Apache License

public void glBufferData(int target, int size, Buffer data, int usage) {
    if (data == null)
        GL15.glBufferData(target, size, usage);
    else if (data instanceof ByteBuffer)
        GL15.glBufferData(target, (ByteBuffer) data, usage);
    else if (data instanceof IntBuffer)
        GL15.glBufferData(target, (IntBuffer) data, usage);
    else if (data instanceof FloatBuffer)
        GL15.glBufferData(target, (FloatBuffer) data, usage);
    else if (data instanceof DoubleBuffer)
        GL15.glBufferData(target, (DoubleBuffer) data, usage);
    else if (data instanceof ShortBuffer) //
        GL15.glBufferData(target, (ShortBuffer) data, usage);
}

From source file:com.badlogic.gdx.backends.lwjgl.LwjglGL11.java

License:Apache License

public void glBufferData(int target, int size, Buffer data, int usage) {
    if (data instanceof ByteBuffer)
        GL15.glBufferData(target, (ByteBuffer) data, usage);
    else if (data instanceof IntBuffer)
        GL15.glBufferData(target, (IntBuffer) data, usage);
    else if (data instanceof FloatBuffer)
        GL15.glBufferData(target, (FloatBuffer) data, usage);
    else if (data instanceof DoubleBuffer)
        GL15.glBufferData(target, (DoubleBuffer) data, usage);
    else if (data instanceof ShortBuffer) //
        GL15.glBufferData(target, (ShortBuffer) data, usage);
    else if (data == null)
        GL15.glBufferData(target, size, usage);
}

From source file:com.badlogic.gdx.backends.lwjgl.swt.LwjglGL20.java

License:Apache License

public void glBufferData(int target, int size, Buffer data, int usage) {
    if (data instanceof ByteBuffer)
        GL15.glBufferData(target, (ByteBuffer) data, usage);
    else if (data instanceof IntBuffer)
        GL15.glBufferData(target, (IntBuffer) data, usage);
    else if (data instanceof FloatBuffer)
        GL15.glBufferData(target, (FloatBuffer) data, usage);
    else if (data instanceof DoubleBuffer)
        GL15.glBufferData(target, (DoubleBuffer) data, usage);
    else if (data instanceof ShortBuffer) //
        GL15.glBufferData(target, (ShortBuffer) data, usage);
}

From source file:com.dinasgames.engine.graphics.GL.java

public static void vertexBufferData(int id, FloatBuffer buffer) {

    if (version < 15) {
        return;/*from w  w w.  ja v  a 2s  . c om*/
    }

    bindBuffer(GL15.GL_ARRAY_BUFFER, id);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);

}

From source file:com.dinasgames.engine.graphics.GL.java

public static void colorBufferData(int id, FloatBuffer buffer) {

    if (version < 15) {
        return;//w ww  . ja  v a  2 s . c o  m
    }

    bindBuffer(GL15.GL_ARRAY_BUFFER, id);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);

}

From source file:com.dinasgames.engine.graphics.GL.java

public static void indexBufferData(int id, FloatBuffer buffer) {

    if (version < 15) {
        return;//from   w  ww  .  j  a  v  a 2  s . co  m
    }

    bindBuffer(GL15.GL_ARRAY_BUFFER, id);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);

}

From source file:com.flowpowered.caustic.lwjgl.gl20.GL20VertexArray.java

License:MIT License

@Override
public void setData(VertexData vertexData) {
    checkCreated();/*from w  ww  .jav a 2  s.c om*/
    // Generate a new indices buffer if we don't have one yet
    if (indicesBufferID == 0) {
        indicesBufferID = GL15.glGenBuffers();
    }
    // Bind the indices buffer
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferID);
    // Get the new count of indices
    final int newIndicesCount = vertexData.getIndicesCount();
    // If the new count is greater than or 50% smaller than the old one, we'll reallocate the memory
    // In the first case because we need more space, in the other to save space
    if (newIndicesCount > indicesCount || newIndicesCount <= indicesCount * 0.5) {
        GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, vertexData.getIndicesBuffer(), GL15.GL_STATIC_DRAW);
    } else {
        // Else, we replace the data with the new one, but we don't resize, so some old data might be left trailing in the buffer
        GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, 0, vertexData.getIndicesBuffer());
    }
    // Unbind the indices buffer
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    // Update the total indices count
    indicesCount = newIndicesCount;
    // Ensure the count fits under the total one
    indicesDrawCount = indicesDrawCount <= 0 ? indicesCount : Math.min(indicesDrawCount, indicesCount);
    // Ensure that the indices offset and count fits inside the valid part of the buffer
    indicesOffset = Math.min(indicesOffset, indicesDrawCount - 1);
    indicesDrawCount -= indicesOffset;
    // Bind the vao
    if (extension.has()) {
        extension.glBindVertexArray(id);
    }
    // Create a new array of attribute buffers ID of the correct size
    final int attributeCount = vertexData.getAttributeCount();
    final int[] newAttributeBufferIDs = new int[attributeCount];
    // Copy all the old buffer IDs that will fit in the new array so we can reuse them
    System.arraycopy(attributeBufferIDs, 0, newAttributeBufferIDs, 0,
            Math.min(attributeBufferIDs.length, newAttributeBufferIDs.length));
    // Delete any buffers that we don't need (new array is smaller than the previous one)
    for (int i = newAttributeBufferIDs.length; i < attributeBufferIDs.length; i++) {
        GL15.glDeleteBuffers(attributeBufferIDs[i]);
    }
    // Create new buffers if necessary (new array is larger than the previous one)
    for (int i = attributeBufferIDs.length; i < newAttributeBufferIDs.length; i++) {
        newAttributeBufferIDs[i] = GL15.glGenBuffers();
    }
    // Copy the old valid attribute buffer sizes
    final int[] newAttributeBufferSizes = new int[attributeCount];
    System.arraycopy(attributeBufferSizes, 0, newAttributeBufferSizes, 0,
            Math.min(attributeBufferSizes.length, newAttributeBufferSizes.length));
    // If we don't have a vao, we have to save the properties manually
    if (!extension.has()) {
        attributeSizes = new int[attributeCount];
        attributeTypes = new int[attributeCount];
        attributeNormalizing = new boolean[attributeCount];
    }
    // Upload the new vertex data
    for (int i = 0; i < attributeCount; i++) {
        final VertexAttribute attribute = vertexData.getAttribute(i);
        final ByteBuffer attributeData = attribute.getData();
        // Get the current buffer size
        final int bufferSize = newAttributeBufferSizes[i];
        // Get the new buffer size
        final int newBufferSize = attributeData.remaining();
        // Bind the target buffer
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, newAttributeBufferIDs[i]);
        // If the new count is greater than or 50% smaller than the old one, we'll reallocate the memory
        if (newBufferSize > bufferSize || newBufferSize <= bufferSize * 0.5) {
            GL15.glBufferData(GL15.GL_ARRAY_BUFFER, attributeData, GL15.GL_STATIC_DRAW);
        } else {
            // Else, we replace the data with the new one, but we don't resize, so some old data might be left trailing in the buffer
            GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, attributeData);
        }
        // Update the buffer size to the new one
        newAttributeBufferSizes[i] = newBufferSize;
        // Next, we add the pointer to the data in the vao
        if (extension.has()) {
            // As a float, normalized or not
            GL20.glVertexAttribPointer(i, attribute.getSize(), attribute.getType().getGLConstant(),
                    attribute.getUploadMode().normalize(), 0, 0);
            // Enable the attribute
            GL20.glEnableVertexAttribArray(i);
        } else {
            // Else we save the properties for rendering
            attributeSizes[i] = attribute.getSize();
            attributeTypes[i] = attribute.getType().getGLConstant();
            attributeNormalizing[i] = attribute.getUploadMode().normalize();
        }
    }
    // Unbind the last vbo
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    // Unbind the vao
    if (extension.has()) {
        extension.glBindVertexArray(0);
    }
    // Update the attribute buffer IDs to the new ones
    attributeBufferIDs = newAttributeBufferIDs;
    // Update the attribute buffer sizes to the new ones
    attributeBufferSizes = newAttributeBufferSizes;
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:com.flowpowered.caustic.lwjgl.gl30.GL30VertexArray.java

License:MIT License

@Override
public void setData(VertexData vertexData) {
    checkCreated();//w ww. jav a  2  s.c  o  m
    // Generate a new indices buffer if we don't have one yet
    if (indicesBufferID == 0) {
        indicesBufferID = GL15.glGenBuffers();
    }
    // Bind the indices buffer
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferID);
    // Get the new count of indices
    final int newIndicesCount = vertexData.getIndicesCount();
    // If the new count is greater than or 50% smaller than the old one, we'll reallocate the memory
    // In the first case because we need more space, in the other to save space
    if (newIndicesCount > indicesCount || newIndicesCount <= indicesCount * 0.5) {
        GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, vertexData.getIndicesBuffer(), GL15.GL_STATIC_DRAW);
    } else {
        // Else, we replace the data with the new one, but we don't resize, so some old data might be left trailing in the buffer
        GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, 0, vertexData.getIndicesBuffer());
    }
    // Unbind the indices buffer
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    // Update the total indices count
    indicesCount = newIndicesCount;
    // Ensure the count fits under the total one
    indicesDrawCount = indicesDrawCount <= 0 ? indicesCount : Math.min(indicesDrawCount, indicesCount);
    // Ensure that the indices offset and count fits inside the valid part of the buffer
    indicesOffset = Math.min(indicesOffset, indicesDrawCount - 1);
    indicesDrawCount -= indicesOffset;
    // Bind the vao
    GL30.glBindVertexArray(id);
    // Create a new array of attribute buffers ID of the correct size
    final int attributeCount = vertexData.getAttributeCount();
    final int[] newAttributeBufferIDs = new int[attributeCount];
    // Copy all the old buffer IDs that will fit in the new array so we can reuse them
    System.arraycopy(attributeBufferIDs, 0, newAttributeBufferIDs, 0,
            Math.min(attributeBufferIDs.length, newAttributeBufferIDs.length));
    // Delete any buffers that we don't need (new array is smaller than the previous one)
    for (int i = newAttributeBufferIDs.length; i < attributeBufferIDs.length; i++) {
        GL15.glDeleteBuffers(attributeBufferIDs[i]);
    }
    // Create new buffers if necessary (new array is larger than the previous one)
    for (int i = attributeBufferIDs.length; i < newAttributeBufferIDs.length; i++) {
        newAttributeBufferIDs[i] = GL15.glGenBuffers();
    }
    // Copy the old valid attribute buffer sizes
    final int[] newAttributeBufferSizes = new int[attributeCount];
    System.arraycopy(attributeBufferSizes, 0, newAttributeBufferSizes, 0,
            Math.min(attributeBufferSizes.length, newAttributeBufferSizes.length));
    // Upload the new vertex data
    for (int i = 0; i < attributeCount; i++) {
        final VertexAttribute attribute = vertexData.getAttribute(i);
        final ByteBuffer attributeData = attribute.getData();
        // Get the current buffer size
        final int bufferSize = newAttributeBufferSizes[i];
        // Get the new buffer size
        final int newBufferSize = attributeData.remaining();
        // Bind the target buffer
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, newAttributeBufferIDs[i]);
        // If the new count is greater than or 50% smaller than the old one, we'll reallocate the memory
        if (newBufferSize > bufferSize || newBufferSize <= bufferSize * 0.5) {
            GL15.glBufferData(GL15.GL_ARRAY_BUFFER, attributeData, GL15.GL_STATIC_DRAW);
        } else {
            // Else, we replace the data with the new one, but we don't resize, so some old data might be left trailing in the buffer
            GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, attributeData);
        }
        // Update the buffer size to the new one
        newAttributeBufferSizes[i] = newBufferSize;
        // Next, we add the pointer to the data in the vao
        // We have three ways to interpret integer data
        if (attribute.getType().isInteger() && attribute.getUploadMode() == UploadMode.KEEP_INT) {
            // Directly as an int
            GL30.glVertexAttribIPointer(i, attribute.getSize(), attribute.getType().getGLConstant(), 0, 0);
        } else {
            // Or as a float, normalized or not
            GL20.glVertexAttribPointer(i, attribute.getSize(), attribute.getType().getGLConstant(),
                    attribute.getUploadMode().normalize(), 0, 0);
        }
        // Finally enable the attribute
        GL20.glEnableVertexAttribArray(i);
    }
    // Unbind the last vbo
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    // Unbind the vao
    GL30.glBindVertexArray(0);
    // Update the attribute buffer IDs to the new ones
    attributeBufferIDs = newAttributeBufferIDs;
    // Update the attribute buffer sizes to the new ones
    attributeBufferSizes = newAttributeBufferSizes;
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:com.geekyaubergine.geekyjgameutil.model.ModelLoader.java

License:Open Source License

/**
 * Stores data in attribute list//from  ww  w.j  a  v a2  s.  c om
 * @param attributeNumber Index in the attribute list to store data
 * @param data Data to store in attribute
 * @param dataSize Size of the data being stored
 */
private static void storeDataInAttributeList(int attributeNumber, float[] data, int dataSize) {
    Validate.isTrue(attributeNumber >= 0, "Attribute index must be a positive number");
    Validate.isTrue(dataSize >= 0, "Data size must be a positive number");
    int vboID = GL15.glGenBuffers();
    vbos.add(vboID);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
    FloatBuffer buffer = storeDataInFloatBuffer(data);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
    GL20.glVertexAttribPointer(attributeNumber, dataSize, GL11.GL_FLOAT, false, 0, 0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}