List of usage examples for org.lwjgl.opengl GL11 glDrawArrays
public static void glDrawArrays(@NativeType("GLenum") int mode, @NativeType("GLint") int first, @NativeType("GLsizei") int count)
From source file:org.jogamp.glg2d.impl.shader.AnyModePipeline.java
License:Apache License
public void draw(int mode, FloatBuffer vertexBuffer) { bindBufferData(vertexBuffer);/*from w ww . j a v a2 s . c om*/ int numPts = (vertexBuffer.limit() - vertexBuffer.position()) / 2; GL11.glDrawArrays(mode, 0, numPts); unbindBuffer(); }
From source file:org.jogamp.glg2d.impl.shader.GeometryShaderStrokePipeline.java
License:Apache License
public void draw(FloatBuffer vertexBuffer, boolean close) { int pos = vertexBuffer.position(); int lim = vertexBuffer.limit(); int numPts = (lim - pos) / 2; if (numPts * 2 + 6 > vBuffer.capacity()) { vBuffer = BufferUtils.createFloatBuffer(numPts * 2 + 4); }//from w w w. j a v a2s. co m vBuffer.clear(); if (close) { vBuffer.put(vertexBuffer.get(lim - 2)); vBuffer.put(vertexBuffer.get(lim - 1)); vBuffer.put(vertexBuffer); vBuffer.put(vertexBuffer.get(pos)); vBuffer.put(vertexBuffer.get(pos + 1)); vBuffer.put(vertexBuffer.get(pos + 2)); vBuffer.put(vertexBuffer.get(pos + 3)); } else { vBuffer.put(0); vBuffer.put(0); vBuffer.put(vertexBuffer); vBuffer.put(0); vBuffer.put(0); } vBuffer.flip(); bindBuffer(vBuffer); if (close) { setDrawEnd(DRAW_END_NONE); GL11.glDrawArrays(GL11.GL_LINES, 0, numPts + 1); GL11.glDrawArrays(GL11.GL_LINES, 1, numPts); } else if (numPts == 2) { setDrawEnd(DRAW_END_BOTH); GL11.glDrawArrays(GL11.GL_LINES, 0, 2); } else { setDrawEnd(DRAW_END_NONE); GL11.glDrawArrays(GL11.GL_LINES, 1, numPts - 2); GL11.glDrawArrays(GL11.GL_LINES, 2, numPts - 3); setDrawEnd(DRAW_END_FIRST); GL11.glDrawArrays(GL11.GL_LINES, 0, 2); setDrawEnd(DRAW_END_LAST); GL11.glDrawArrays(GL11.GL_LINES, numPts - 2, 2); } GL20.glDisableVertexAttribArray(vertCoordLocation); GL20.glDisableVertexAttribArray(vertBeforeLocation); GL20.glDisableVertexAttribArray(vertAfterLocation); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:org.jogamp.glg2d.impl.shader.GL2ES2ImagePipeline.java
License:Apache License
public void draw(FloatBuffer interleavedVertTexBuffer) { bufferData(interleavedVertTexBuffer); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 4); GL20.glDisableVertexAttribArray(vertCoordLocation); GL20.glDisableVertexAttribArray(texCoordLocation); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:org.jogamp.glg2d.VertexBuffer.java
License:Apache License
/** * Draws the vertices and rewinds the buffer to be ready to draw next time. * /*from w w w. ja va 2 s . c o m*/ * @param gl * The graphics context to use to draw * @param mode * The mode, e.g. {@code GL#GL_LINE_STRIP} */ public void drawBuffer(int mode) { if (buffer.position() == 0) { return; } int count = buffer.position(); buffer.rewind(); GL11.glVertexPointer(2, 0, buffer); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDrawArrays(mode, 0, count / 2); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); buffer.position(count); }
From source file:org.meanworks.engine.render.geometry.mesh.renderers.VAOMeshRenderer.java
License:Open Source License
/** * Renders the mesh/*from ww w . j a v a 2s . c o m*/ */ public void render(Material material) { if (vertexBufferArray != null) { /* * Update matrices */ material.setProperty("mProjectionView", RenderState.getProjectionViewMatrix()); material.setProperty("mModelMatrix", RenderState.getTransformMatrix()); /* * Upload material data to the graphics card */ material.apply(); vertexBufferArray.bind(); { if (indexBuffer != null) { if (EngineConfig.usingModernOpenGL) { GL11.glDrawElements(GL11.GL_TRIANGLES, numIndices, GL11.GL_UNSIGNED_INT, 0); } else { EngineLogger.error( "Tried to render using a VertexBufferRenderer while the graphics card does not support it."); } } else { GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.numVertices); } RenderState.addRenderedVertices(this.numVertices); } vertexBufferArray.unbind(); } else { EngineLogger.error("Could not render model... VAO = null"); } }
From source file:org.spout.engine.renderer.GL11BatchVertexRenderer.java
License:Open Source License
@Override protected void doFlush() { GL11.glNewList(displayList, GL11.GL_COMPILE); FloatBuffer vBuffer = BufferUtils.createFloatBuffer(vertexBuffer.size()); vBuffer.clear();// w w w . j a v a 2 s.c o m vBuffer.put(vertexBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(4, 0, vBuffer); /*if (useColors) { vBuffer.clear(); vBuffer.put(colorBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glColorPointer(4, 0, vBuffer); }*/ if (useNormals) { vBuffer.clear(); vBuffer.put(normalBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glNormalPointer(0, vBuffer); } if (useTextures) { FloatBuffer temp = BufferUtils.createFloatBuffer(uvBuffer.size()); temp.put(uvBuffer.toArray()); temp.flip(); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glTexCoordPointer(2, 0, temp); } GL11.glDrawArrays(renderMode, 0, numVertices); GL11.glEndList(); }
From source file:org.spout.engine.renderer.GL20BatchVertexRenderer.java
License:Open Source License
/** * Draws this batch// ww w . j ava 2 s .com */ @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/* w ww. j a va2 s . c o 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.terasology.rendering.nui.internal.Line.java
License:Apache License
public void draw(float x1, float y1, float x2, float y2, float width, Color color, Color background, float alpha) { GL20.glUseProgram(0);/*from w w w . jav a 2 s.co m*/ GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); float t = 0; float r = 0; float f = width - (int) width; float a; boolean alphaBlend = alpha > 0; float cRed = color.rf(); float cGreen = color.gf(); float cBlue = color.bf(); float bRed = background.rf(); float bGreen = background.gf(); float bBlue = background.bf(); if (alphaBlend) { a = alpha; } else { a = 1.f; } if (width >= 0.0 && width < 1.0) { t = 0.05f; r = 0.48f + 0.32f * f; if (!alphaBlend) { cRed += 0.88 * (1 - f); cGreen += 0.88 * (1 - f); cBlue += 0.88 * (1 - f); if (cRed > 1.0f) { cRed = 1.0f; } if (cGreen > 1.0f) { cGreen = 1.0f; } if (cBlue > 1.0f) { cBlue = 1.0f; } } else { a *= f; } } else if (width >= 1.0 && width < 2.0) { t = 0.05f + f * 0.33f; r = 0.768f + 0.312f * f; } else if (width >= 2.0 && width < 3.0) { t = 0.38f + f * 0.58f; r = 1.08f; } else if (width >= 3.0 && width < 4.0) { t = 0.96f + f * 0.48f; r = 1.08f; } else if (width >= 4.0 && width < 5.0) { t = 1.44f + f * 0.46f; r = 1.08f; } else if (width >= 5.0 && width < 6.0) { t = 1.9f + f * 0.6f; r = 1.08f; } else if (width >= 6.0) { float ff = width - 6.0f; t = 2.5f + ff * 0.50f; r = 1.08f; } //determine angle of the line to horizontal float tx = 0; //core thinkness of a line float ty = 0; float rx = 0; //fading edge of a line float ry = 0; float cx = 0; //cap of a line float cy = 0; float epsilon = 0.01f; float dx = x2 - x1; float dy = y2 - y1; if (Math.abs(dx) < epsilon) { //vertical tx = t; ty = 0; rx = r; ry = 0; if (width > 0.0 && width < 1.0) { tx *= 8; } else if (width == 1.0) { tx *= 10; } } else if (Math.abs(dy) < epsilon) { //horizontal tx = 0; ty = t; rx = 0; ry = r; if (width > 0.0 && width < 1.0) { ty *= 8; } else if (width == 1.0) { ty *= 10; } } else { if (width < 3) { //approximate to make things even faster float m = dy / dx; //and calculate tx,ty,rx,ry if (m > -0.4142 && m <= 0.4142) { // -22.5< angle <= 22.5, approximate to 0 (degree) tx = t * 0.1f; ty = t; rx = r * 0.6f; ry = r; } else if (m > 0.4142 && m <= 2.4142) { // 22.5< angle <= 67.5, approximate to 45 (degree) tx = t * -0.7071f; ty = t * 0.7071f; rx = r * -0.7071f; ry = r * 0.7071f; } else if (m > 2.4142 || m <= -2.4142) { // 67.5 < angle <=112.5, approximate to 90 (degree) tx = t; ty = t * 0.1f; rx = r; ry = r * 0.6f; } else if (m > -2.4142 && m < -0.4142) { // 112.5 < angle < 157.5, approximate to 135 (degree) tx = t * 0.7071f; ty = t * 0.7071f; rx = r * 0.7071f; ry = r * 0.7071f; } } else { //calculate to exact dx = y1 - y2; dy = x2 - x1; float len = (float) Math.sqrt(dx * dx + dy * dy); dx /= len; dy /= len; cx = -0.6f * dy; cy = 0.6f * dx; tx = t * dx; ty = t * dy; rx = r * dx; ry = r * dy; } } //draw the line by triangle strip float[] lineVertex = { x1 - tx - rx, y1 - ty - ry, //fading edge1 x2 - tx - rx, y2 - ty - ry, x1 - tx, y1 - ty, //core x2 - tx, y2 - ty, x1 + tx, y1 + ty, x2 + tx, y2 + ty, x1 + tx + rx, y1 + ty + ry, //fading edge2 x2 + tx + rx, y2 + ty + ry }; GL11.glVertexPointer(2, 0, wrap(lineVertex)); if (!alphaBlend) { float[] lineColor = { bRed, bGreen, bBlue, bRed, bGreen, bBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue, bRed, bGreen, bBlue, bRed, bGreen, bBlue }; GL11.glColorPointer(3, 0, wrap(lineColor)); } else { float[] lineColor = { cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, 0 }; GL11.glColorPointer(4, 0, wrap(lineColor)); } if ((Math.abs(dx) < epsilon || Math.abs(dy) < epsilon) && width <= 1.0) { GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 6); } else { GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 8); } //cap (do not draw if too thin) if (width >= 3) { //draw cap lineVertex = new float[] { x1 - rx + cx, y1 - ry + cy, //cap1 x1 + rx + cx, y1 + ry + cy, x1 - tx - rx, y1 - ty - ry, x1 + tx + rx, y1 + ty + ry, x2 - rx - cx, y2 - ry - cy, //cap2 x2 + rx - cx, y2 + ry - cy, x2 - tx - rx, y2 - ty - ry, x2 + tx + rx, y2 + ty + ry }; GL11.glVertexPointer(2, 0, wrap(lineVertex)); if (!alphaBlend) { float[] lineColor = { bRed, bGreen, bBlue, //cap1 bRed, bGreen, bBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue, bRed, bGreen, bBlue, //cap2 bRed, bGreen, bBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue }; GL11.glColorPointer(3, 0, wrap(lineColor)); } else { float[] lineColor = { cRed, cGreen, cBlue, 0, //cap1 cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, 0, //cap2 cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a }; GL11.glColorPointer(4, 0, wrap(lineColor)); } GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 4); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 4, 4); } GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:org.voxels.platform.LWJGLOpenGLAdapter.java
License:Open Source License
@Override public void glDrawArrays(final int mode, final int first, final int count) { GL11.glDrawArrays(mode, first, count); }