List of usage examples for org.lwjgl.opengl GL11 glDrawElements
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("GLsizei") int count, @NativeType("GLenum") int type, @NativeType("void const *") long indices)
From source file:game.entity.lwjgl.EntityRenderer.java
/** * Renders a single entity to the screen. * <b>Deprecated</b>/*from www . jav a 2 s.c om*/ * * @param entity The entity to be rendered. */ @Override public void render(Entity entity) { if (entity.getModel().getRawModel().doesContainInvertedNormals()) { GL11.glDisable(GL11.GL_CULL_FACE); } this.prepareTexturedModel(entity.getModel()); this.loadModelMatrix(entity); GL11.glDrawElements(GL11.GL_TRIANGLES, entity.getModel().getRawModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0); unbindTexturedModel(entity.getModel()); if (entity.getModel().getRawModel().doesContainInvertedNormals()) { GL11.glEnable(GL11.GL_CULL_FACE); } }
From source file:game.terrain.lwjgl.TerrainRenderer.java
/** * * @param terrain//from w w w .j a v a 2s.co m */ @Override public void render(Terrain terrain) { prepareTerrain(terrain); loadModelMatrix(terrain); GL11.glDrawElements(GL11.GL_TRIANGLES, terrain.getModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0); unbindTexturedModel(); }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glDrawElements(int mode, int count, int type, int indices) { GL11.glDrawElements(mode, count, type, indices); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void drawElements(int primitive, int count, int indexType, long indicesOffset) { GL11.glDrawElements(primitiveToGL[primitive], count, pointerTypeToGL[indexType], indicesOffset); }
From source file:main.EntityRenderer.java
public void render(Map<TextureModel, List<Entity>> entities) { for (TextureModel model : entities.keySet()) { prepareTextureModel(model);//from w ww . ja v a 2 s .c om List<Entity> batch = entities.get(model); for (Entity entity : batch) { prepareInstance(entity); GL11.glDrawElements(GL11.GL_TRIANGLES, model.getRawModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0); } unbindTextureModel(); } }
From source file:main.java.com.YeAJG.game.entity.Entity.java
License:Open Source License
@Override public void Render(float interpolation) { GL20.glUseProgram(pId);/* w w w . ja v a 2 s .c o m*/ // 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 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, vboiId); // Draw the vertices GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0); // Put everything back to default (deselect) GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); GL20.glUseProgram(0); Game.exitOnGLError("renderCycle"); }
From source file:main.TerrainRenderer.java
public void render(List<Terrain> terrains) { for (Terrain terrain : terrains) { prepareTerrain(terrain);//w w w .j av a2s .co m loadModelMatrix(terrain); GL11.glDrawElements(GL11.GL_TRIANGLES, terrain.getModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0); unbindTextureModel(); } }
From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30VertexArray.java
License:Open Source License
@Override public void draw() { ensureCreated("VertexArray must be created to draw."); //Bind the vertex array object GL30.glBindVertexArray(vao);// www .j a v a2s .co m // Enable the vertex attributes for (int i = 0; i < attributes.size(); ++i) { GL20.glEnableVertexAttribArray(i); } // Bind the index buffer GL15.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); // Draw the vertex elements GL11.glDrawElements(GL_TRIANGLES, drawCount, DataType.UNSIGNED_INT.getGLConstant(), 0L); // Unbind the index buffer GL15.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Disable the vertex attributes for (int i = 0; i < attributes.size(); ++i) { GL20.glDisableVertexAttribArray(i); } // Unbind the vertex array object GL30.glBindVertexArray(0); }
From source file:net.neilcsmith.praxis.video.opengl.internal.Mesh.java
License:Apache License
/** <p> * Renders the mesh using the given primitive type. offset specifies the offset into either the vertex buffer or the index * buffer depending on whether indices are defined. count specifies the number of vertices or indices to use thus count / * #vertices per primitive primitives are rendered. * </p>/*from w ww .j av a2 s . c o m*/ * * <p> * This method will automatically bind each vertex attribute as specified at construction time via {@link VertexAttributes} to * the respective shader attributes. The binding is based on the alias defined for each VertexAttribute. * </p> * * <p> * This method must only be called after the {@link ShaderProgram#begin()} method has been called! * </p> * * <p> * This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used. * </p> * * @param shader the shader to be used * @param primitiveType the primitive type * @param offset the offset into the vertex or index buffer * @param count number of vertices or indices to use */ public void render(ShaderProgram shader, int primitiveType, int offset, int count) { if (autoBind) { bind(shader); } if (indices.getNumIndices() > 0) { GL11.glDrawElements(primitiveType, count, GL11.GL_UNSIGNED_SHORT, offset * 2); } else { GL11.glDrawArrays(primitiveType, offset, count); } if (autoBind) { unbind(shader); } }
From source file:net.smert.frameworkgl.opengl.helpers.VertexArrayHelper.java
License:Apache License
public void drawElements(int mode, int count, int type, ByteBuffer byteBuffer) { GL11.glDrawElements(mode, count, type, byteBuffer); }