List of usage examples for org.lwjgl.opengl GL11 glTexCoordPointer
public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer)
From source file:a1.gui.GUI_Map.java
License:Open Source License
public void DrawTiles() { int x, y, i;/*w w w . j a v a2 s . c o m*/ int stw, sth; Coord oc, tc, ctc, sc; RenderedTiles = 0; Render2D.ChangeColor(); Sprite.setStaticColor(); // ? ? stw = (TILE_SIZE * 4) - 2; sth = TILE_SIZE * 2; // ? ? Coord sz = scaled_size; oc = viewoffset(sz, mc); // ? ? tc = mc.div(TILE_SIZE); tc.x += -(sz.x / (2 * stw)) - (sz.y / (2 * sth)) - 2; tc.y += (sz.x / (2 * stw)) - (sz.y / (2 * sth)); if (needUpdateView) { needUpdateView = false; for (y = 0; y < (sz.y / sth) + 13; y++) { for (x = 0; x < (sz.x / stw) + 3; x++) { for (i = 0; i < 2; i++) { // ctc = tc.add(new Coord(x + y, y - x + i)); // ? sc = m2s(ctc.mul(TILE_SIZE)).add(oc); sc.x -= TILE_SIZE * 2; // // ? drawtile(ctc, sc); } } } // ? ? if (Config.tile_grid) { for (y = 0; y < (sz.y / sth) + 2; y++) { for (x = 0; x < (sz.x / stw) + 3; x++) { for (i = 0; i < 2; i++) { ctc = tc.add(new Coord(x + y, -x + y + i)); sc = m2s(ctc.mul(TILE_SIZE)).add(oc); drawtile_grid(sc); } } } } if (render_claims) { Color col; for (ClaimPersonal claim : Claims.claims.values()) { if (Player.CharID == claim.owner_id) { col = new Color(0f, 1f, 1f, 0.25f); // if (Claims.expand_claim != null) // continue; } else col = new Color(1f, 0f, 0f, 0.25f); putClaim(claim, oc, col); } if (Claims.expand_claim != null) { col = new Color(0f, 0f, 0.8f, 0.17f); putClaim(Claims.expand_claim, oc, col); } } // updateVBO(); } Color.white.bind(); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, tile_vbo); GL11.glVertexPointer(2, GL11.GL_FLOAT, 16, 0L); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 16, 8L); Resource.textures.get("tiles").bind(); GL11.glDrawArrays(GL11.GL_QUADS, 0, tile_drawCount); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (render_claims) { GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, claim_vbo); GL11.glColorPointer(4, GL11.GL_FLOAT, 24, 0L); GL11.glVertexPointer(2, GL11.GL_FLOAT, 24, 16L); GL11.glDrawArrays(GL11.GL_QUADS, 0, claim_drawCount); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); } if (Config.tile_grid) { GL11.glColor4f(0.0f, 0.0f, 0.0f, 0.4f); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, tileGrid_vbo); GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0L); GL11.glDrawArrays(GL11.GL_LINES, 0, tileGrid_drawCount); } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); }
From source file:com.ardor3d.renderer.lwjgl.LwjglRenderer.java
License:Open Source License
public void setupTextureDataVBO(final List<FloatBufferData> textureCoords) { final RenderContext context = ContextManager.getCurrentContext(); final RendererRecord rendRecord = context.getRendererRecord(); final ContextCapabilities caps = context.getCapabilities(); final TextureState ts = (TextureState) context.getCurrentState(RenderState.StateType.Texture); int enabledTextures = rendRecord.getEnabledTextures(); final boolean valid = rendRecord.isTexturesValid(); boolean exists, wasOn; if (ts != null) { final int max = caps.isMultitextureSupported() ? Math.min(caps.getNumberOfFragmentTexCoordUnits(), TextureState.MAX_TEXTURES) : 1;//from w w w. j a va2 s. c o m for (int i = 0; i < max; i++) { wasOn = (enabledTextures & (2 << i)) != 0; exists = textureCoords != null && i < textureCoords.size(); if (!exists) { if (valid && !wasOn) { continue; } else { checkAndSetTextureArrayUnit(i, rendRecord, caps); // disable bit in tracking int enabledTextures &= ~(2 << i); // disable state GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); continue; } } else { checkAndSetTextureArrayUnit(i, rendRecord, caps); // grab a vboID and make sure it exists and is up to date. final FloatBufferData data = textureCoords.get(i); final int vboID = setupVBO(data, context); // Found good vbo if (vboID != 0) { if (!valid || !wasOn) { // enable bit in tracking int enabledTextures |= (2 << i); // enable state GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } // set our active vbo LwjglRendererUtil.setBoundVBO(rendRecord, vboID); // send data GL11.glTexCoordPointer(data.getValuesPerTuple(), GL11.GL_FLOAT, 0, 0); } // Not a good vbo, disable it. else { if (!valid || wasOn) { // disable bit in tracking int enabledTextures &= ~(2 << i); // disable state GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } } } } } rendRecord.setEnabledTextures(enabledTextures); rendRecord.setTexturesValid(true); }
From source file:com.ardor3d.renderer.lwjgl.LwjglRenderer.java
License:Open Source License
public void setupInterleavedDataVBO(final FloatBufferData interleaved, final FloatBufferData vertexCoords, final FloatBufferData normalCoords, final FloatBufferData colorCoords, final List<FloatBufferData> textureCoords) { final RenderContext context = ContextManager.getCurrentContext(); final RendererRecord rendRecord = context.getRendererRecord(); final ContextCapabilities caps = context.getCapabilities(); final int lengthBytes = getTotalInterleavedSize(context, vertexCoords, normalCoords, colorCoords, textureCoords);/*from w w w. ja v a 2 s . c o m*/ int currLengthBytes = 0; if (interleaved.getBufferLimit() > 0) { interleaved.getBuffer().rewind(); currLengthBytes = Math.round(interleaved.getBuffer().get()); } if (lengthBytes != currLengthBytes || interleaved.getVBOID(context.getGlContextRep()) == 0 || interleaved.isNeedsRefresh()) { initializeInterleavedVBO(context, interleaved, vertexCoords, normalCoords, colorCoords, textureCoords, lengthBytes); } final int vboID = interleaved.getVBOID(context.getGlContextRep()); LwjglRendererUtil.setBoundVBO(rendRecord, vboID); int offsetBytes = 0; if (normalCoords != null) { updateVBO(normalCoords, rendRecord, vboID, offsetBytes); GL11.glNormalPointer(GL11.GL_FLOAT, 0, offsetBytes); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); offsetBytes += normalCoords.getBufferLimit() * 4; } else { GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); } if (colorCoords != null) { updateVBO(colorCoords, rendRecord, vboID, offsetBytes); GL11.glColorPointer(colorCoords.getValuesPerTuple(), GL11.GL_FLOAT, 0, offsetBytes); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); offsetBytes += colorCoords.getBufferLimit() * 4; } else { GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); } if (textureCoords != null) { final TextureState ts = (TextureState) context.getCurrentState(RenderState.StateType.Texture); int enabledTextures = rendRecord.getEnabledTextures(); final boolean valid = rendRecord.isTexturesValid(); boolean exists, wasOn; if (ts != null) { final int max = caps.isMultitextureSupported() ? Math.min(caps.getNumberOfFragmentTexCoordUnits(), TextureState.MAX_TEXTURES) : 1; for (int i = 0; i < max; i++) { wasOn = (enabledTextures & (2 << i)) != 0; exists = textureCoords != null && i < textureCoords.size() && textureCoords.get(i) != null && i <= ts.getMaxTextureIndexUsed(); if (!exists) { if (valid && !wasOn) { continue; } else { checkAndSetTextureArrayUnit(i, rendRecord, caps); // disable bit in tracking int enabledTextures &= ~(2 << i); // disable state GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); continue; } } else { checkAndSetTextureArrayUnit(i, rendRecord, caps); // grab a vboID and make sure it exists and is up to date. final FloatBufferData textureBufferData = textureCoords.get(i); updateVBO(textureBufferData, rendRecord, vboID, offsetBytes); if (!valid || !wasOn) { // enable bit in tracking int enabledTextures |= (2 << i); // enable state GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } // send data GL11.glTexCoordPointer(textureBufferData.getValuesPerTuple(), GL11.GL_FLOAT, 0, offsetBytes); offsetBytes += textureBufferData.getBufferLimit() * 4; } } } rendRecord.setEnabledTextures(enabledTextures); rendRecord.setTexturesValid(true); } if (vertexCoords != null) { updateVBO(vertexCoords, rendRecord, vboID, offsetBytes); GL11.glVertexPointer(vertexCoords.getValuesPerTuple(), GL11.GL_FLOAT, 0, offsetBytes); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); } else { GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } }
From source file:com.badlogic.gdx.backends.lwjgl.LwjglGL11.java
License:Apache License
public void glTexCoordPointer(int size, int type, int stride, int pointer) { GL11.glTexCoordPointer(size, type, stride, pointer); }
From source file:com.colonycraft.rendering.world.ChunkMeshRenderer.java
License:Apache License
public static void renderChunkMesh(World world, Chunk chunk, int meshType) { /* Bind the correct texture */ GL11.glEnable(GL11.GL_TEXTURE_2D);/*from ww w . java 2 s . co m*/ TextureStorage.getTexture("terrain").bind(); if (meshType == ChunkMesh.MESH_OPAQUE) { GL11.glDisable(GL11.GL_BLEND); } else if (meshType == ChunkMesh.MESH_TRANSLUCENT || meshType == ChunkMesh.MESH_GRASS) { GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0f); } ChunkMesh cmesh = chunk.getMesh(); Mesh mesh = cmesh.getMesh(meshType); if (mesh == null) return; /* Bind the buffer */ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, mesh.getVertexBufferHandle()); /* Enable the different kinds of data in the buffer */ GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (meshType == ChunkMesh.MESH_GRASS) { GL20.glEnableVertexAttribArray(GRASS_ATTRIBUTE_LIGHT); } else { GL20.glEnableVertexAttribArray(CHUNK_ATTRIBUTE_LIGHT); } /* Define the starting positions */ GL11.glVertexPointer(POSITION_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, POSITION_OFFSET * FLOAT_SIZE); GL11.glTexCoordPointer(TEX_COORD_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, TEX_COORD_OFFSET * FLOAT_SIZE); GL20.glVertexAttribPointer(CHUNK_ATTRIBUTE_LIGHT, 2, GL11.GL_FLOAT, false, STRIDE * FLOAT_SIZE, LIGHT_OFFSET * FLOAT_SIZE); /* Draw the buffer */ GL11.glDrawArrays(GL11.GL_QUADS, 0, mesh.vertices()); /* Unbind the buffer */ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); /* Disable the different kinds of data */ GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (meshType == ChunkMesh.MESH_GRASS) { GL20.glDisableVertexAttribArray(GRASS_ATTRIBUTE_LIGHT); } else { GL20.glDisableVertexAttribArray(CHUNK_ATTRIBUTE_LIGHT); } if (meshType == ChunkMesh.MESH_TRANSLUCENT || meshType == ChunkMesh.MESH_GRASS) { GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_ALPHA_TEST); } }
From source file:com.owens.oobjloader.lwjgl.VBO.java
License:BSD License
public void render() { GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w w w . j a v a 2s .com*/ GL11.glBindTexture(GL11.GL_TEXTURE_2D, textId); // Bind The Texture GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, verticeAttributesID); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(3, GL11.GL_FLOAT, ATTR_V_STRIDE2_BYTES, ATTR_V_OFFSET_BYTES); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glNormalPointer(GL11.GL_FLOAT, ATTR_N_STRIDE2_BYTES, ATTR_N_OFFSET_BYTES); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, ATTR_T_STRIDE2_BYTES, ATTR_T_OFFSET_BYTES); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesID); GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_INT, 0); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glDisable(GL11.GL_TEXTURE_2D); }
From source file:com.timvisee.voxeltex.module.mesh.Mesh.java
License:Open Source License
/** * Render or draw the mesh using OpenGL. *//*w ww . ja v a2 s .com*/ public void draw(Material material) { // Bind the vertex buffer glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle); GL11.glVertexPointer(this.raw.getVertexAxisCount(), GL11.GL_FLOAT, 0, 0L); // Bind the normal coordinate buffer if available if (hasNormalData()) { glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle); GL11.glNormalPointer(GL11.GL_FLOAT, 0, 0L); } // Bind the texture coordinate buffer if available if (hasTextureData()) { glBindBuffer(GL_ARRAY_BUFFER, vboTextureHandle); GL11.glTexCoordPointer(this.raw.getTextureAxisCount(), GL11.GL_FLOAT, 0, 0L); } // Enable the client states for the buffers that were bound GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); if (hasNormalData()) GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); if (hasTextureData()) GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); // Draw the mesh GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.vertexCount); // Disable the client used states GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); if (hasNormalData()) GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); if (hasTextureData()) GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); // Unbind all buffers GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:go.graphics.swing.opengl.LWJGLDrawContext.java
License:Open Source License
private void drawQuadWithTexture(TextureHandle texture, ByteBuffer buffer, int len) throws IllegalBufferException { bindTexture(texture);/* w w w. j a v a 2 s . c om*/ GL11.glVertexPointer(3, GL11.GL_FLOAT, 5 * 4, buffer); buffer.position(3 * 4); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 5 * 4, buffer); GL11.glDrawArrays(GL11.GL_QUADS, 0, len); }
From source file:go.graphics.swing.opengl.LWJGLDrawContext.java
License:Open Source License
private void drawTrianglesWithTexture(TextureHandle texture, ByteBuffer buffer, int triangles) throws IllegalBufferException { bindTexture(texture);/*w ww . ja v a 2s . c om*/ GL11.glVertexPointer(3, GL11.GL_FLOAT, 5 * 4, buffer); buffer.position(3 * 4); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 5 * 4, buffer); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, triangles * 3); }
From source file:go.graphics.swing.opengl.LWJGLDrawContext.java
License:Open Source License
@Override public void drawTrianglesWithTextureColored(TextureHandle texture, ByteBuffer buffer, int triangles) throws IllegalBufferException { bindTexture(texture);/*from w w w. j a v a2 s. c om*/ GL11.glVertexPointer(3, GL11.GL_FLOAT, 6 * 4, buffer); buffer.position(3 * 4); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 6 * 4, buffer); buffer.position(5 * 4); GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 6 * 4, buffer); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, triangles * 3); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); }