Example usage for org.lwjgl.opengl GL20 glEnableVertexAttribArray

List of usage examples for org.lwjgl.opengl GL20 glEnableVertexAttribArray

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glEnableVertexAttribArray.

Prototype

public static void glEnableVertexAttribArray(@NativeType("GLuint") int index) 

Source Link

Document

Enables a generic vertex attribute array.

Usage

From source file:opengl.test.object.XO.java

/**
 * Method nay duoc tach rieng ra tu initVertex 
 * Vi render nhieu doi tuong neu dung Multi vbo --> truoc khi draw phai bind lai vbo --> moi lan bind lai se phai set lai VertexAttribPointer
 */// w  ww .ja va  2  s. c om
@Override
protected void VertexAttribPointer() {
    if (this.vbo == 0)
        throw new RuntimeException("Chua khoi tao VBO");

    int positionID = GL20.glGetAttribLocation(programID, "position");
    GL20.glEnableVertexAttribArray(positionID);
    GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 6 * 4, 0);// float size = 4 byte --> next is 3*4 byte
    // size = 3 --> position = x,y,z vec3

    int colorID = GL20.glGetAttribLocation(programID, "color");
    GL20.glEnableVertexAttribArray(colorID);
    GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 6 * 4, 3 * 4);
    // size = 3 --> vec3

}

From source file:opengl.test.object.XO.java

@Override
public void render() {

    this.bind();// use porgrma --> ket thuc disable program

    GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
    this.VertexAttribPointer();

    GL20.glEnableVertexAttribArray(0);// set index ve 0 

    GL11.glDrawElements(GL11.GL_TRIANGLES, this.indices.capacity(), GL11.GL_UNSIGNED_INT, 0);// capacity --> luon luon chua max
    //GL11./*from w  w  w  .jav a  2 s . c  o  m*/
    GL20.glDisableVertexAttribArray(0);// disable 

    GL30.glBindVertexArray(0);// unbind vao

    this.unbind();// dsiable program
}

From source file:org.bonsaimind.badgersvoyage.opengl.RenderObject.java

License:Open Source License

public void render() {
    GL30.glBindVertexArray(vaoId);
    GL20.glEnableVertexAttribArray(0);

    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, verticesCount);
}

From source file:org.jogamp.glg2d.impl.shader.AnyModePipeline.java

License:Apache License

public void bindBuffer() {
    GL20.glEnableVertexAttribArray(vertCoordLocation);
    vertCoordBuffer = ensureIsGLBuffer(vertCoordBuffer);

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertCoordBuffer);
    GL20.glVertexAttribPointer(vertCoordLocation, 2, GL11.GL_FLOAT, false, 0, 0);
}

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 {//from  w  w w.  j  a  v  a  2 s .  c o 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.jogamp.glg2d.impl.shader.GL2ES2ImagePipeline.java

License:Apache License

protected void bufferData(FloatBuffer buffer) {
    vertexBufferId = ensureIsGLBuffer(vertexBufferId);

    GL20.glEnableVertexAttribArray(vertCoordLocation);
    GL20.glEnableVertexAttribArray(texCoordLocation);

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBufferId);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);

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

From source file:org.meanworks.engine.render.geometry.mesh.renderers.VAOMeshRenderer.java

License:Open Source License

/**
 * Compiles this mesh and makes sure all attributes are set up correctly.
 *//*from   ww  w . j av  a  2s  . co  m*/
public boolean compile() {

    // Preliminary check
    for (BufferEntry bufferEntry : vertexBuffers) {
        if (bufferEntry == null || bufferEntry.buffer == null || bufferEntry.bufferAttributes.size() == 0) {
            EngineLogger.error("Could not compile Mesh, invalid buffer entry.");
            return false;
        }
    }

    if (vertexBufferArray == null) {
        vertexBufferArray = new VertexBufferArray();
    }

    vertexBufferArray.bind();
    {
        for (BufferEntry bufferEntry : vertexBuffers) {
            bufferEntry.buffer.bind();
            for (BufferAttribute bufferAttribute : bufferEntry.bufferAttributes) {
                GL20.glEnableVertexAttribArray(bufferAttribute.index);
                GL20.glVertexAttribPointer(bufferAttribute.index, bufferAttribute.size, bufferAttribute.type,
                        bufferAttribute.normalized, bufferAttribute.stride, bufferAttribute.bufferOffset);
            }
        }

        if (indexBuffer != null) {
            indexBuffer.bind();
        }
    }
    vertexBufferArray.unbind();

    int error = GL11.glGetError();
    if (error != 0) {
        EngineLogger.error("Could not compile Mesh, " + GLU.gluErrorString(error));

        return false;
    }

    return true;
}

From source file:org.spout.engine.renderer.GL20BatchVertexRenderer.java

License:Open Source License

/**
 * Draws this batch/*from w  w  w.  ja v a 2 s.co m*/
 */
@Override
public void doRender(RenderMaterial material, int startVert, int endVert) {

    material.assign();

    for (VertexBufferImpl vb : vertexBuffers.valueCollection()) {
        vb.bind();
        GL20.glEnableVertexAttribArray(vb.getLayout());
        GL20.glVertexAttribPointer(vb.getLayout(), vb.getElements(), GL11.GL_FLOAT, false, 0, 0);
        //activeMaterial.getShader().enableAttribute(vb.getName(), vb.getElements(), GL11.GL_FLOAT, 0, 0, vb.getLayout());         
    }

    GL11.glDrawArrays(renderMode, startVert, endVert);

    for (VertexBufferImpl vb : vertexBuffers.valueCollection()) {
        GL20.glDisableVertexAttribArray(vb.getLayout());
    }

}

From source file:org.spout.engine.renderer.GL30BatchVertexRenderer.java

License:Open Source License

/**
 * Draws this batch/*from  w  w  w.  ja  va 2  s .  co  m*/
 */
@Override
public void doRender(RenderMaterial material, int startVert, int endVert) {

    GL30.glBindVertexArray(vao);

    material.assign();

    for (VertexBufferImpl vb : vertexBuffers.valueCollection()) {
        vb.bind();
        GL20.glEnableVertexAttribArray(vb.getLayout());
        GL20.glVertexAttribPointer(vb.getLayout(), vb.getElements(), GL11.GL_FLOAT, false, 0, 0);
        //activeMaterial.getShader().enableAttribute(vb.getName(), vb.getElements(), GL11.GL_FLOAT, 0, 0, vb.getLayout());         
    }

    GL11.glDrawArrays(renderMode, startVert, endVert);

    for (VertexBufferImpl vb : vertexBuffers.valueCollection()) {
        GL20.glDisableVertexAttribArray(vb.getLayout());
    }

}

From source file:org.spout.engine.renderer.GL40BatchVertexRenderer.java

License:Open Source License

@Override
protected boolean doFlush(boolean force) {
    if (flushingBuffer.flush(force)) {
        GL30.glBindVertexArray(vao);// w  w w  .  j  av  a 2 s .c  o m
        SpoutRenderer.checkGLError();

        if (currentBuffer != null) {
            currentBuffer.unbind();
            for (int layout : currentBuffer.getLayout()) {
                GL20.glDisableVertexAttribArray(layout);
                SpoutRenderer.checkGLError();
            }
        }

        flushingBuffer.bind(true);

        for (int layout : flushingBuffer.getLayout()) {
            GL20.glEnableVertexAttribArray(layout);
            SpoutRenderer.checkGLError();
        }

        GL30.glBindVertexArray(0);
        SpoutRenderer.checkGLError();
        return true;
    }
    return false;
}