Example usage for org.lwjgl.opengl GL30 glBindVertexArray

List of usage examples for org.lwjgl.opengl GL30 glBindVertexArray

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL30 glBindVertexArray.

Prototype

public static void glBindVertexArray(@NativeType("GLuint") int array) 

Source Link

Document

Binds a vertex array object

Usage

From source file:org.spout.renderer.lwjgl.gl30.GL30VertexArray.java

License:Open Source License

@Override
public void setData(VertexData vertexData) {
    checkCreated();/*ww w.  j  av  a2 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 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:org.spout.renderer.lwjgl.gl30.GL30VertexArray.java

License:Open Source License

@Override
public void draw() {
    checkCreated();//w ww . jav  a  2 s. com
    // Bind the vao
    GL30.glBindVertexArray(id);
    // Bind the index buffer
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferID);
    // Draw all indices with the provided mode
    GL11.glDrawElements(drawingMode.getGLConstant(), indicesDrawCount, GL11.GL_UNSIGNED_INT,
            indicesOffset * DataType.INT.getByteSize());
    // Unbind the index buffer
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    // Unbind the vao
    GL30.glBindVertexArray(0);
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:ru.axialshift.vram.gl.VAOIncapsulator.java

License:Apache License

@Override
protected void upload_gl() {
    glpointer = GL30.glGenVertexArrays();

    GL30.glBindVertexArray(glpointer);
    vertexVBO.upload();
    GL30.glBindVertexArray(0);

    indicesVBO.upload();
}

From source file:ru.axialshift.vram.gl.VAOIncapsulator.java

License:Apache License

@Override
protected void unload_gl() {
    GL30.glBindVertexArray(0);
    GL30.glDeleteVertexArrays(glpointer);

    vertexVBO.unload();
    indicesVBO.unload();
}

From source file:ru.axialshift.vram.gl.VAOIncapsulator.java

License:Apache License

public void drawDirectly() {
    GL30.glBindVertexArray(glpointer);

    if (contract != null) {
        contract.enableVBOAttribArrays();
    }// ww w. j  ava2s .c o  m
    //GL20.glEnableVertexAttribArray(0);
    //GL20.glEnableVertexAttribArray(1);
    //GL20.glEnableVertexAttribArray(2);
    //GL20.glEnableVertexAttribArray(3);
    //GL20.glEnableVertexAttribArray(4);

    indicesVBO.draw();

    GL30.glBindVertexArray(0);
}

From source file:thebounzer.org.lwgldemo.Chapter3.java

License:Open Source License

@Override
public void loopCycle() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

    GL20.glUseProgram(program.getId());// w  w  w. j  ava 2s. co  m

    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);
    attributesBind(time += 0.01f);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);
    GL20.glUseProgram(0);
}

From source file:thebounzer.org.lwgldemo.Chapter3.java

License:Open Source License

@Override
public void destroy() {
    program.destroy();
    GL30.glBindVertexArray(0);
    GL30.glDeleteVertexArrays(vaoId);
}

From source file:thebounzer.org.lwgldemo.Chapter5.java

License:Open Source License

@Override
public void configure() {
    shaders.add(new GenericShader("src/main/resources/shadersCap5/shader.vert", GL20.GL_VERTEX_SHADER));
    shaders.add(new GenericShader("src/main/resources/shadersCap5/shader.frag", GL20.GL_FRAGMENT_SHADER));
    vaoId = GL30.glGenVertexArrays();//from  w ww  . j  a v  a2  s. c  om
    GL30.glBindVertexArray(vaoId);
    GL11.glPointSize(5.0f);
    try {
        createAndBindVertexObject(vertex);
    } catch (IOException ex) {
        Logger.getLogger(Chapter5.class.getName()).log(Level.SEVERE, null, ex);
    }
    shaderSetup();
    FloatBuffer matrixProjBuff = BufferUtils.createFloatBuffer(16);
    projMat.store(matrixProjBuff);
    matrixProjBuff.flip();
}

From source file:thebounzer.org.lwgldemo.Chapter5.java

License:Open Source License

@Override
public void loopCycle() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
    float f = (float) (time * Math.PI * 0.1f);
    Matrix4f modelViewM = new Matrix4f();
    Matrix4f mat = new Matrix4f();
    Matrix4f transOne = new Matrix4f();
    Matrix4f transTwo = new Matrix4f();
    Matrix4f rotaOne = new Matrix4f();
    Matrix4f rotaTwo = new Matrix4f();
    Matrix4f.translate(new Vector3f(0.0f, 0.0f, -0.4f), mat, transOne);
    Matrix4f.translate(new Vector3f((float) Math.sin(2.1f * f) * 0.5f, (float) Math.cos(1.7f * f) * 0.5f,
            (float) Math.sin(1.3f * f) * (float) Math.cos(1.5 * f) * 2.0f), mat, transTwo);
    Matrix4f.rotate(time * 45.0f, new Vector3f(0.0f, 1.0f, 0.0f), mat, rotaOne);
    Matrix4f.rotate(time * 81.0f, new Vector3f(1.0f, 0.0f, 0.0f), mat, rotaTwo);
    Matrix4f.mul(modelViewM, transOne, modelViewM);
    Matrix4f.mul(modelViewM, transTwo, modelViewM);
    Matrix4f.mul(modelViewM, rotaOne, modelViewM);
    Matrix4f.mul(modelViewM, rotaTwo, modelViewM);

    GL20.glUseProgram(program.getId());/*from w  ww. ja  v  a2s .co m*/
    FloatBuffer matrixBuf = BufferUtils.createFloatBuffer(16);
    modelViewM.store(matrixBuf);
    matrixBuf.flip();
    int uniLoc = GL20.glGetUniformLocation(program.getId(), "mv_matrix");
    GL20.glUniformMatrix4(uniLoc, false, matrixBuf);
    int uniProjMatLoc = GL20.glGetUniformLocation(program.getId(), "proj_matrix");
    GL20.glUniformMatrix4(uniProjMatLoc, false, matrixBuf);
    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);
    GL11.glDrawArrays(GL11.GL_POINTS, 0, 36);
    GL20.glUseProgram(0);
    time += 0.001f;
}

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

License:Open Source License

public static void glBindVertexArray(int a) {
    GL30.glBindVertexArray(a);
}