Example usage for org.lwjgl.opengl GL15 glBufferSubData

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

Introduction

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

Prototype

public static void glBufferSubData(@NativeType("GLenum") int target, @NativeType("GLintptr") long offset,
        @NativeType("void const *") double[] data) 

Source Link

Document

Array version of: #glBufferSubData BufferSubData

Usage

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:org.jogamp.glg2d.impl.shader.GeometryShaderStrokePipeline.java

License:Apache License

protected void bindBuffer(FloatBuffer vertexBuffer) {
    GL20.glEnableVertexAttribArray(vertCoordLocation);
    GL20.glEnableVertexAttribArray(vertBeforeLocation);
    GL20.glEnableVertexAttribArray(vertAfterLocation);

    if (GL15.glIsBuffer(vertCoordBuffer)) {
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertCoordBuffer);
        GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, vertexBuffer);
    } else {/*  w ww  .  j  a  va 2 s  .co m*/
        vertCoordBuffer = GLG2DUtils.genBufferId();

        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertCoordBuffer);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexBuffer, GL15.GL_STREAM_DRAW);
    }

    GL20.glVertexAttribPointer(vertCoordLocation, 2, GL11.GL_FLOAT, false, 0, 2 * (Float.SIZE / Byte.SIZE));
    GL20.glVertexAttribPointer(vertBeforeLocation, 2, GL11.GL_FLOAT, false, 0, 0);
    GL20.glVertexAttribPointer(vertAfterLocation, 2, GL11.GL_FLOAT, false, 0, 4 * (Float.SIZE / Byte.SIZE));
}

From source file:org.oscim.gdx.LwjglGL20.java

License:Apache License

public void bufferSubData(int target, int offset, int size, Buffer data) {
    if (data == null)
        throw new GdxRuntimeException("Using null for the data not possible, blame LWJGL");
    else if (data instanceof ByteBuffer)
        GL15.glBufferSubData(target, offset, (ByteBuffer) data);
    else if (data instanceof IntBuffer)
        GL15.glBufferSubData(target, offset, (IntBuffer) data);
    else if (data instanceof FloatBuffer)
        GL15.glBufferSubData(target, offset, (FloatBuffer) data);
    else if (data instanceof DoubleBuffer)
        GL15.glBufferSubData(target, offset, (DoubleBuffer) data);
    else if (data instanceof ShortBuffer) //
        GL15.glBufferSubData(target, offset, (ShortBuffer) data);
}

From source file:org.spout.engine.renderer.vertexbuffer.SpoutFloatBuffer.java

License:Open Source License

public boolean flush(boolean force) {
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
    SpoutRenderer.checkGLError();//from www .  j ava 2  s  . co  m

    //Re/Allocate if needed
    if (buffer.limit() > allocated) {
        allocated = buffer.limit();
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, allocated * FLOAT_SIZE, usage);
        SpoutRenderer.checkGLError();
    }

    //GL15.glBufferData(GL15.GL_ARRAY_BUFFER, 0, usage);
    //SpoutRenderer.checkGLError();
    int end;

    if (force) {
        end = buffer.capacity();
    } else {
        end = Math.min(current + STEP, buffer.capacity());
    }

    buffer.position(current);
    buffer.limit(end);

    GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, current * FLOAT_SIZE, buffer);
    SpoutRenderer.checkGLError();

    current = end;

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    SpoutRenderer.checkGLError();

    if (end == buffer.capacity()) {
        buffer = null;
        return true;
    }
    return false;
}

From source file:org.spout.renderer.lwjgl.gl20.GL20VertexArray.java

License:Open Source License

@Override
public void setData(VertexData vertexData) {
    checkCreated();/*from  w  ww.ja v a 2  s.  co 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 count to the new one
    indicesCount = newIndicesCount;
    indicesDrawCount = indicesCount;
    // Ensure that the indices offset and count fits inside the valid part of the buffer
    indicesOffset = Math.min(indicesOffset, indicesCount - 1);
    indicesDrawCount = 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:org.spout.renderer.lwjgl.gl30.GL30VertexArray.java

License:Open Source License

@Override
public void setData(VertexData vertexData) {
    checkCreated();//  www. j a  v  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 count to the new one
    indicesCount = newIndicesCount;
    indicesDrawCount = indicesCount;
    // Ensure that the indices offset and count fits inside the valid part of the buffer
    indicesOffset = Math.min(indicesOffset, indicesCount - 1);
    indicesDrawCount = 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:playn.java.JavaGL20.java

License:Apache License

@Override
public void glBufferSubData(int target, int offset, int size, Buffer data) {
    // Limit the buffer to the given size, restoring it afterwards
    int oldLimit = data.limit();
    if (data instanceof ByteBuffer) {
        ByteBuffer subData = (ByteBuffer) data;
        subData.limit(subData.position() + size);
        GL15.glBufferSubData(target, offset, subData);

    } else if (data instanceof IntBuffer) {
        IntBuffer subData = (IntBuffer) data;
        subData.limit(subData.position() + size / 4);
        GL15.glBufferSubData(target, offset, subData);

    } else if (data instanceof FloatBuffer) {
        FloatBuffer subData = (FloatBuffer) data;
        subData.limit(subData.position() + size / 4);
        GL15.glBufferSubData(target, offset, subData);

    } else if (data instanceof DoubleBuffer) {
        DoubleBuffer subData = (DoubleBuffer) data;
        subData.limit(subData.position() + size / 8);
        GL15.glBufferSubData(target, offset, subData);

    } else if (data instanceof ShortBuffer) {
        ShortBuffer subData = (ShortBuffer) data;
        subData.limit(subData.position() + size / 2);
        GL15.glBufferSubData(target, offset, subData);
    }/*from   www  .  j av  a  2  s  .  co  m*/
    data.limit(oldLimit);
}

From source file:processing.lwjgl.PGL.java

License:Open Source License

public void bufferSubData(int target, int offset, int size, Buffer data) {
    if (data instanceof ByteBuffer) {
        GL15.glBufferSubData(target, offset, (ByteBuffer) data);
    } else if (data instanceof ShortBuffer) {
        GL15.glBufferSubData(target, offset, (ShortBuffer) data);
    } else if (data instanceof IntBuffer) {
        GL15.glBufferSubData(target, offset, (IntBuffer) data);
    } else if (data instanceof FloatBuffer) {
        GL15.glBufferSubData(target, offset, (FloatBuffer) data);
    }//from  ww w  .j  a v a 2 s.  c  om
}