Example usage for org.lwjgl.opengl GL15 glGenBuffers

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

Introduction

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

Prototype

@NativeType("void")
public static int glGenBuffers() 

Source Link

Document

Generates buffer object names.

Usage

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

License:Apache License

public void glGenBuffers(int n, int[] buffers, int offset) {
    for (int i = offset; i < offset + n; i++)
        buffers[i] = GL15.glGenBuffers();
}

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

License:Apache License

public int glGenBuffer() {
    return GL15.glGenBuffers();
}

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

License:MIT License

@Override
public void setData(VertexData vertexData) {
    checkCreated();//  w  w  w .  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 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();/*from ww  w. j  ava 2s  .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
    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  w  ww.  ja  va  2  s  .co m
 * @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);
}

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

License:Open Source License

/**
 * Binds indices buffer for model//w  w w  .j a  v  a 2  s .co m
 * @param indicies Indices
 */
private static void bindIndicesBuffer(int[] indicies) {
    int vboID = GL15.glGenBuffers();
    vbos.add(vboID);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID);
    IntBuffer buffer = storeDataInIntBuffer(indicies);
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
}

From source file:com.github.kajdreef.mazerunnermvn.Object.GameObject.java

protected void createVBO() {
    FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length * Vertex.elementCount);
    for (int i = 0; i < vertices.length; i++) {
        verticesBuffer.put(vertices[i].getElements());
    }/*from   w ww  . ja va 2  s  . co m*/
    verticesBuffer.flip();

    // Create the indices buffer and place the data in it.
    ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesData.length);
    indicesBuffer.put(indicesData);
    indicesBuffer.flip();

    // Initialize the VAO 
    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);

    // Initialize the VBO 
    vboVerticesId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboVerticesId);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);

    // Put the positions in attribute list 0
    GL20.glVertexAttribPointer(0, Vertex.positionElementCount, GL11.GL_FLOAT, false, Vertex.stride,
            Vertex.positionByteOffset);
    // Put the color components in attribute list 1
    GL20.glVertexAttribPointer(1, Vertex.colorElementCount, GL11.GL_FLOAT, false, Vertex.stride,
            Vertex.colorByteOffset);
    // Put the texture coordinates in attribute list 2
    GL20.glVertexAttribPointer(2, Vertex.textureElementCount, GL11.GL_FLOAT, false, Vertex.stride,
            Vertex.textureByteOffset);

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

    // Deselect the VAO
    GL30.glBindVertexArray(0);

    // Create a VBO for the indices.
    vboIndicesId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndicesId);
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
}

From source file:com.google.gapid.glviewer.gl.Buffer.java

License:Apache License

public Buffer(int target) {
    this.target = target;
    this.handle = GL15.glGenBuffers();
}

From source file:com.google.gapid.glviewer.gl.IndexBuffer.java

License:Apache License

IndexBuffer(Renderer owner, int[] data) {
    super(owner);
    this.handle = GL15.glGenBuffers();
    this.count = data.length;
    this.type = GL11.GL_UNSIGNED_INT;
    owner.register(this);

    bind();//ww w.j  av a2  s .  c om
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, data, GL15.GL_STATIC_DRAW);
}

From source file:com.google.gapid.glviewer.gl.Util.java

License:Apache License

public static int createBuffer() {
    return GL15.glGenBuffers();
}