Example usage for org.lwjgl.opengl GL15 glMapBuffer

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

Introduction

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

Prototype

@Nullable
@NativeType("void *")
public static ByteBuffer glMapBuffer(@NativeType("GLenum") int target, @NativeType("GLenum") int access,
        long length, @Nullable ByteBuffer old_buffer) 

Source Link

Document

Maps a buffer object's data store.

Usage

From source file:name.martingeisse.stackd.client.system.OpenGlVertexBuffer.java

License:Open Source License

/**
 * Maps this buffer to main memory.//w w  w.jav a 2  s.c  o m
 * 
 * @param readable whether the mapped buffer should be readable
 * @param writeable whether the mapped buffer should be writable
 */
public final void map(boolean readable, boolean writeable) {
    if (!readable && !writeable) {
        throw new IllegalArgumentException("requested buffer mapping that is neither readable nor writable");
    }
    int access = (!readable ? GL15.GL_WRITE_ONLY : !writeable ? GL15.GL_READ_ONLY : GL15.GL_READ_WRITE);
    GL15.glMapBuffer(GL_ARRAY_BUFFER, access, size, null);
}

From source file:net.kubin.rendering.ChunkMeshBuilder.java

License:Apache License

public static void generateChunkMesh(Chunk chunk, MeshType meshType) {
    if (DEBUG) {/*  ww w . ja v a 2s.  c om*/
        System.out.println("Building " + meshType.name() + " Mesh for " + chunk.toString() + "...");
    }

    /* Make sure there are no list edits anymore */
    chunk.performListChanges();

    ChunkMesh mesh = chunk.getMesh();
    mesh.destroy(meshType);

    /* Compute vertex count */
    int vertexCount = chunk.getVertexCount(meshType);

    if (DEBUG) {
        System.out.println("\tVertex Count = " + vertexCount);
    }

    /*
     * If there are no faces visible yet (because of generating busy), don't
     * create a buffer
     */
    if (vertexCount == 0) {
        return;
    }

    mesh.setVertexCount(meshType, vertexCount);

    /* Create a buffer */
    int vbo = BufferManager.getInstance().createBuffer();
    mesh.setVBO(meshType, vbo);

    /* Bind the buffer */
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);

    /* Allocate size for the buffer */
    int size = vertexCount * STRIDE * FLOAT_SIZE;
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, size, GL15.GL_STATIC_DRAW);

    if (DEBUG) {
        System.out.println(
                "\tCreate VBO: " + vbo + " with size = " + size + " (ERROR: " + GL11.glGetError() + ")");
    }

    /* Get the native buffer to write to */
    ByteBuffer byteBuffer = GL15.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY, size, null);

    if (byteBuffer == null) {
        System.out.println("\tCouldn't create a native VBO!: GL Error Code = " + GL11.glGetError());

        GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

        mesh.destroy(meshType);
        Thread.dumpStack();
        mesh.setVBO(meshType, -1);
        mesh.setVertexCount(meshType, 0);

        return;
    }

    FloatBuffer vertexBuffer = byteBuffer.asFloatBuffer();

    /* Store all vertices in the buffer */
    USED_SIZE = 0;

    /* Local temporary variables, used to speed up */
    IntList blockList = chunk.getVisibleBlocks();
    int blockIndex = -1;
    byte BlockDef = 0;
    boolean special = false;
    Vec3i vec = new Vec3i();
    BlockDef type;
    Block block = null;
    LightBuffer lightBuffer = chunk.getLightBuffer();
    byte faceMask = 0;

    /* Iterate over the blocks */
    for (int i = 0; i < blockList.size(); ++i) {
        blockIndex = blockList.get(i);
        BlockDef = chunk.getChunkData().getBlockDef(blockIndex);

        if (BlockDef == 0) {
            continue;
        }

        special = chunk.getChunkData().isSpecial(blockIndex);
        type = _blockManager.getBlockDef(BlockDef);

        if ((meshType == MeshType.OPAQUE && !type.isTranslucent() && type.hasNormalAABB())
                || (meshType == MeshType.TRANSLUCENT && (type.isTranslucent() || !type.hasNormalAABB()))) {

            ChunkData.indexToPosition(blockIndex, vec);

            /* Build the light buffer */
            vec.setX(vec.x() + chunk.getAbsoluteX());
            vec.setZ(vec.z() + chunk.getAbsoluteZ());

            lightBuffer.setReferencePoint(vec.x(), vec.y(), vec.z());

            if (special) {
                block = chunk.getChunkData().getSpecialBlock(blockIndex);

                if (block.isVisible()) {
                    block.storeInVBO(vertexBuffer, lightBuffer);
                }
            } else {
                faceMask = chunk.getChunkData().getFaceMask(blockIndex);
                type.getDefaultBlockBrush().setFaceMask(faceMask);
                type.getBrush().storeInVBO(vertexBuffer, vec.x() + 0.5f, vec.y() + 0.5f, vec.z() + 0.5f,
                        lightBuffer);

            }
        }
    }

    /* Perform a check */
    if (USED_SIZE != STRIDE * FLOAT_SIZE * mesh.getVertexCount(meshType)) {
        System.out.println("\t[WARNING!]: Used size = " + USED_SIZE);
        System.out.println("\t[WARNING!]: Vertex count = " + USED_SIZE / STRIDE / FLOAT_SIZE);
        mesh.setVertexCount(meshType, USED_SIZE / STRIDE / FLOAT_SIZE);
    }

    byteBuffer.flip();

    GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

}

From source file:org.craftmania.rendering.ChunkMeshBuilder.java

License:Apache License

public static void generateChunkMesh(Chunk chunk, MeshType meshType) {
    if (DEBUG)//from   w w w. j  a va 2 s.  c  o m
        System.out.println("Building " + meshType.name() + " Mesh for " + chunk.toString() + "...");

    /* Make sure there are no list edits anymore */
    chunk.performListChanges();

    ChunkMesh mesh = chunk.getMesh();
    mesh.destroy(meshType);

    /* Compute vertex count */
    int vertexCount = chunk.getVertexCount(meshType);
    if (DEBUG)
        System.out.println("\tVertex Count = " + vertexCount);
    /*
     * If there are no faces visible yet (because of generating busy), don't
     * create a buffer
     */
    if (vertexCount == 0) {
        return;
    }
    mesh.setVertexCount(meshType, vertexCount);

    /* Create a buffer */
    int vbo = BufferManager.getInstance().createBuffer();
    mesh.setVBO(meshType, vbo);

    /* Bind the buffer */
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);

    /* Allocate size for the buffer */
    int size = vertexCount * STRIDE * FLOAT_SIZE;
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, size, GL15.GL_STATIC_DRAW);

    if (DEBUG)
        System.out.println(
                "\tCreate VBO: " + vbo + " with size = " + size + " (ERROR: " + GL11.glGetError() + ")");

    /* Get the native buffer to write to */
    ByteBuffer byteBuffer = GL15.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY, size, null);
    if (byteBuffer == null) {
        System.out.println("\tCouldn't create a native VBO!: GL Error Code = " + GL11.glGetError());

        GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

        mesh.destroy(meshType);
        Thread.dumpStack();
        mesh.setVBO(meshType, -1);
        mesh.setVertexCount(meshType, 0);

        return;
    }

    FloatBuffer vertexBuffer = byteBuffer.asFloatBuffer();

    /* Store all vertices in the buffer */
    USED_SIZE = 0;

    /* Local temporary variables, used to speed up */
    IntList blockList = chunk.getVisibleBlocks();
    int blockIndex = -1;
    byte blockType = 0;
    boolean special = false;
    Vec3i vec = new Vec3i();
    BlockType type;
    Block block = null;
    LightBuffer lightBuffer = chunk.getLightBuffer();
    byte faceMask = 0;

    /* Iterate over the blocks */
    for (int i = 0; i < blockList.size(); ++i) {
        blockIndex = blockList.get(i);
        blockType = chunk.getChunkData().getBlockType(blockIndex);
        if (blockType == 0)
            continue;
        special = chunk.getChunkData().isSpecial(blockIndex);
        type = _blockManager.getBlockType(blockType);

        if ((meshType == MeshType.OPAQUE && !type.isTranslucent() && type.hasNormalAABB())
                || (meshType == MeshType.TRANSLUCENT && (type.isTranslucent() || !type.hasNormalAABB()))) {

            ChunkData.indexToPosition(blockIndex, vec);

            /* Build the light buffer */

            vec.setX(vec.x() + chunk.getAbsoluteX());
            vec.setZ(vec.z() + chunk.getAbsoluteZ());

            lightBuffer.setReferencePoint(vec.x(), vec.y(), vec.z());

            if (special) {
                block = chunk.getChunkData().getSpecialBlock(blockIndex);
                if (block.isVisible()) {
                    block.storeInVBO(vertexBuffer, lightBuffer);
                }
            } else {
                if (type.isCrossed()) {
                    type.getCrossedBlockBrush().storeInVBO(vertexBuffer, vec.x() + 0.5f, vec.y() + 0.5f,
                            vec.z() + 0.5f, lightBuffer);
                } else {
                    faceMask = chunk.getChunkData().getFaceMask(blockIndex);
                    type.getDefaultBlockBrush().setFaceMask(faceMask);
                    type.getBrush().storeInVBO(vertexBuffer, vec.x() + 0.5f, vec.y() + 0.5f, vec.z() + 0.5f,
                            lightBuffer);
                }
            }
        }
    }

    /* Perform a check */
    if (USED_SIZE != STRIDE * FLOAT_SIZE * mesh.getVertexCount(meshType)) {
        System.out.println("\t[WARNING!]: Used size = " + USED_SIZE);
        System.out.println("\t[WARNING!]: Vertex count = " + USED_SIZE / STRIDE / FLOAT_SIZE);
        mesh.setVertexCount(meshType, USED_SIZE / STRIDE / FLOAT_SIZE);
    }

    byteBuffer.flip();

    GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

}

From source file:org.minetweak.rendering.ChunkMeshBuilder.java

License:Apache License

public static void generateChunkMesh(Chunk chunk, MeshType meshType) {
    if (DEBUG) {/* ww  w  .  ja va 2 s  .  co m*/
        System.out.println("Building " + meshType.name() + " Mesh for " + chunk.toString() + "...");
    }

    /* Make sure there are no list edits anymore */
    chunk.performListChanges();

    ChunkMesh mesh = chunk.getMesh();
    mesh.destroy(meshType);

    /* Compute vertex count */
    int vertexCount = chunk.getVertexCount(meshType);
    if (DEBUG) {
        System.out.println("\tVertex Count = " + vertexCount);
    }
    /*
     * If there are no faces visible yet (because of generating busy), don't
     * create a buffer
     */
    if (vertexCount == 0) {
        return;
    }
    mesh.setVertexCount(meshType, vertexCount);

    /* Create a buffer */
    int vbo = BufferManager.getInstance().createBuffer();
    mesh.setVBO(meshType, vbo);

    /* Bind the buffer */
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);

    /* Allocate size for the buffer */
    int size = vertexCount * STRIDE * FLOAT_SIZE;
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, size, GL15.GL_STATIC_DRAW);

    if (DEBUG) {
        System.out.println(
                "\tCreate VBO: " + vbo + " with size = " + size + " (ERROR: " + GL11.glGetError() + ")");
    }

    /* Get the native buffer to write to */
    ByteBuffer byteBuffer = GL15.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY, size, null);
    if (byteBuffer == null) {
        System.out.println("\tCouldn't create a native VBO!: GL Error Code = " + GL11.glGetError());

        GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

        mesh.destroy(meshType);
        Thread.dumpStack();
        mesh.setVBO(meshType, -1);
        mesh.setVertexCount(meshType, 0);

        return;
    }

    FloatBuffer vertexBuffer = byteBuffer.asFloatBuffer();

    /* Store all vertices in the buffer */
    USED_SIZE = 0;

    /* Local temporary variables, used to speed up */
    IntList blockList = chunk.getVisibleBlocks();
    int blockIndex = -1;
    byte blockType = 0;
    boolean special = false;
    Vec3i vec = new Vec3i();
    BlockType type;
    Block block = null;
    LightBuffer lightBuffer = chunk.getLightBuffer();
    byte faceMask = 0;

    /* Iterate over the blocks */
    for (int i = 0; i < blockList.size(); ++i) {
        blockIndex = blockList.get(i);
        blockType = chunk.getChunkData().getBlockType(blockIndex);
        if (blockType == 0) {
            continue;
        }
        special = chunk.getChunkData().isSpecial(blockIndex);
        type = _blockManager.getBlockType(blockType);

        if ((meshType == MeshType.OPAQUE && !type.isTranslucent() && type.hasNormalAABB())
                || (meshType == MeshType.TRANSLUCENT && (type.isTranslucent() || !type.hasNormalAABB()))) {

            ChunkData.indexToPosition(blockIndex, vec);

            /* Build the light buffer */

            vec.setX(vec.x() + chunk.getAbsoluteX());
            vec.setZ(vec.z() + chunk.getAbsoluteZ());

            lightBuffer.setReferencePoint(vec.x(), vec.y(), vec.z());

            if (special) {
                block = chunk.getChunkData().getSpecialBlock(blockIndex);
                if (block.isVisible()) {
                    block.storeInVBO(vertexBuffer, lightBuffer);
                }
            } else {
                if (type.isCrossed()) {
                    type.getCrossedBlockBrush().storeInVBO(vertexBuffer, vec.x() + 0.5f, vec.y() + 0.5f,
                            vec.z() + 0.5f, lightBuffer);
                } else {
                    faceMask = chunk.getChunkData().getFaceMask(blockIndex);
                    type.getDefaultBlockBrush().setFaceMask(faceMask);
                    type.getBrush().storeInVBO(vertexBuffer, vec.x() + 0.5f, vec.y() + 0.5f, vec.z() + 0.5f,
                            lightBuffer);
                }
            }
        }
    }

    /* Perform a check */
    if (USED_SIZE != STRIDE * FLOAT_SIZE * mesh.getVertexCount(meshType)) {
        System.out.println("\t[WARNING!]: Used size = " + USED_SIZE);
        System.out.println("\t[WARNING!]: Vertex count = " + USED_SIZE / STRIDE / FLOAT_SIZE);
        mesh.setVertexCount(meshType, USED_SIZE / STRIDE / FLOAT_SIZE);
    }

    byteBuffer.flip();

    GL15.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static ByteBuffer glMapBuffer(int a, int b, long c, ByteBuffer d) {
    return GL15.glMapBuffer(a, b, c, d);
}