Example usage for org.lwjgl.opengl GL11 glDrawElements

List of usage examples for org.lwjgl.opengl GL11 glDrawElements

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glDrawElements.

Prototype

public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("GLsizei") int count,
        @NativeType("GLenum") int type, @NativeType("void const *") long indices) 

Source Link

Document

Constructs a sequence of geometric primitives by successively transferring elements for count vertices to the GL.

Usage

From source file:com.flowpowered.caustic.lwjgl.gl30.GL30VertexArray.java

License:MIT License

@Override
public void draw() {
    checkCreated();/*from   w  w w  . ja v a 2s  .c om*/
    // Bind the vao
    GL30.glBindVertexArray(id);
    // Bind the index buffer
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferID);
    // Set the polygon mode
    GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, polygonMode.getGLConstant());
    // 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:com.github.kajdreef.mazerunnermvn.Object.GameObject.java

/**
 * Render the Object.//from  w w w  . j  a  v  a2  s .com
 */
public void render() {
    FloatBuffer matrix44Buffer = BufferUtils.createFloatBuffer(16);
    modelMatrix.store(matrix44Buffer);
    matrix44Buffer.flip();
    GL20.glUniformMatrix4(ShaderProgram.getMML(), false, matrix44Buffer);

    // Bind the texture
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId);

    // Bind to the VAO that has all the information about the quad vertices
    GL30.glBindVertexArray(vaoId);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);

    // Bind to the index VBO that has all the information about the order of the vertices
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndicesId);

    // Draw the vertices
    GL11.glDrawElements(GL11.GL_TRIANGLES, indicesData.length, GL11.GL_UNSIGNED_BYTE, 0);

    // Put everything back to default (deselect)
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    GL20.glDisableVertexAttribArray(2);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(0);
    GL30.glBindVertexArray(0);
}

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

License:Apache License

/**
 * Draws primitives using the vertex data bound to the given shader, indexed from the
 * given index buffer./*from  www  . j a v a  2s .c o m*/
 */
public static void draw(Shader shader, int primitive, IndexBuffer indices) {
    shader.bind();
    indices.bind();
    GL11.glDrawElements(primitive, indices.count, indices.type, 0);
}

From source file:com.grillecube.client.opengl.GLH.java

public static void glhDrawElements(int glTriangles, int indexCount, int indiceType, long indices) {
    GL11.glDrawElements(glTriangles, indexCount, indiceType, indices);
    theContext.incrementDrawCalls();//  w ww  . j  a  v  a2s.  c o  m
    theContext.increaseVerticesDrawn(indexCount / 3);
}

From source file:com.opengrave.og.base.Renderable3D.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    dealWithChange();//from w  w w  .  jav a2 s  . co m
    int pID = Resources.loadShader("model.vs", "model.fs").getProgram();
    GL20.glUseProgram(pID);
    int texture = GL20.glGetUniformLocation(pID, "texture");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    GL20.glUniform1i(texture, 0);
    GL20.glUniform1i(shadow, 1);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 1, "in_Normal");
    GL20.glBindAttribLocation(pID, 2, "in_TextureCoord");

    Util.checkErr();
    if (matList != null && matList.valid()) {
        matList.bind(pID, GL13.GL_TEXTURE0);
        Util.loadMaterials(matList, pID);

    }
    Util.checkErr();
    getContext().setMatrices(pID, matrix);
    getContext().bindShadowData(GL13.GL_TEXTURE2);
    getContext().bindLights(pID, GL13.GL_TEXTURE3);
    Util.setRenderStyle(pID, style);

    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    getContext().unbindLights();
    getContext().unbindShadowData();

    if (matList != null && matList.valid()) {
        matList.unbind();
    }
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.Renderable3D.java

License:Open Source License

@Override
public void renderShadows(Matrix4f matrix, Shadow shadow) {
    dealWithChange();//  w w w.  ja  va  2  s.  c  o  m

    int pID = Resources.loadShader("model.vs", "castshadow.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glBindAttribLocation(pID, 0, "in_Position");

    Util.checkErr();
    getContext().setShadowMatrices(pID, matrix, shadow);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.Renderable3D.java

License:Open Source License

@Override
public void renderForPicking(Matrix4f matrix, Pickable object) {
    dealWithChange();// www. j a  v a2 s  .co m
    int pID = Resources.loadShader("model.vs", "pickingmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glBindAttribLocation(pID, 0, "in_Position");

    Util.checkErr();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    getContext().setMatrices(pID, matrix);
    Picking.registerObject(pID, getContext(), object);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.RenderableBoneAnimated.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    // if (!visible) {
    // return;// www .j ava  2  s . co m
    // }
    GL11.glDisable(GL11.GL_CULL_FACE); // TODO Enable Face Culling, and be
    // absolutely sure that all tris are
    // facing the correct way
    dealWithChange();

    int pID = Resources.loadShader("animmodel.vs", "animmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    int texture = GL20.glGetUniformLocation(pID, "texture");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    GL20.glUniform1i(texture, 0);
    GL20.glUniform1i(shadow, 1);
    GL30.glBindVertexArray(vao_ID);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 1, "in_Normal");
    GL20.glBindAttribLocation(pID, 2, "in_TextureCoord");
    GL20.glBindAttribLocation(pID, 3, "in_BoneID");
    GL20.glBindAttribLocation(pID, 4, "in_BoneWeight");

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glEnableVertexAttribArray(3);
    GL20.glEnableVertexAttribArray(4);
    if (matList != null && matList.valid()) {
        matList.bind(pID, GL13.GL_TEXTURE0);
        Util.loadMaterials(matList, pID);

    }
    setBonesUniform(pID);

    getContext().setMatrices(pID, matrix);
    getContext().bindShadowData(GL13.GL_TEXTURE2);
    getContext().bindLights(pID, GL13.GL_TEXTURE3);
    Util.setRenderStyle(pID, style);
    // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    getContext().unbindLights();
    getContext().unbindShadowData();
    if (matList != null && matList.valid()) {
        matList.unbind();
    }
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL20.glDisableVertexAttribArray(3);
    GL20.glDisableVertexAttribArray(4);

    GL20.glUseProgram(0);
    GL30.glBindVertexArray(0);

    GL11.glEnable(GL11.GL_CULL_FACE);
}

From source file:com.opengrave.og.base.RenderableBoneAnimated.java

License:Open Source License

@Override
public void renderShadows(Matrix4f matrix, Shadow shadow) {
    // if (!visible) {
    // return;/*  w w  w .j  a v  a 2s . c  o  m*/
    // }
    dealWithChange();

    int pID = Resources.loadShader("animmodel.vs", "animmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vao_ID);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 3, "in_BoneID");
    GL20.glBindAttribLocation(pID, 4, "in_BoneWeight");

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(3);
    GL20.glEnableVertexAttribArray(4);
    setBonesUniform(pID);
    getContext().setShadowMatrices(pID, matrix, shadow);
    // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(3);
    GL20.glDisableVertexAttribArray(4);

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);

}

From source file:com.opengrave.og.base.RenderableBoneAnimated.java

License:Open Source License

@Override
public void renderForPicking(Matrix4f matrix, Pickable object) {
    dealWithChange();//from w  w w .java2  s .c  o  m

    int pID = Resources.loadShader("animmodel.vs", "pickingmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vao_ID);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 3, "in_BoneID");
    GL20.glBindAttribLocation(pID, 4, "in_BoneWeight");

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(3);
    GL20.glEnableVertexAttribArray(4);
    setBonesUniform(pID);
    // Util.setShadowMatrices(pID, shadow, location, scale, rotation,
    // matrix);
    Picking.registerObject(pID, getContext(), object);
    getContext().setMatrices(pID, matrix);
    // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(3);
    GL20.glDisableVertexAttribArray(4);

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);

}