List of usage examples for org.lwjgl.opengl GL20 glDisableVertexAttribArray
public static void glDisableVertexAttribArray(@NativeType("GLuint") int index)
From source file:com.grillecube.client.opengl.GLVertexArray.java
/** disable the attributes */ public void disableAttribute(int id) { GL20.glDisableVertexAttribArray(id); }
From source file:com.kauridev.lunarfever.graphics.VertexArray.java
License:Open Source License
public void unbind() { for (VertexAttribute attribute : attributes) { GL20.glDisableVertexAttribArray(attribute.location); } }
From source file:com.opengrave.og.base.Renderable2D.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();/*from www . ja va2 s. co m*/ if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("pickinggui.vs", "pickinggui.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); Util.setMatrices(pID, location2d); Picking.registerObject(pID, getContext(), object); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.Renderable2D.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { Util.checkErr();/* www . j av a 2 s .co m*/ dealWithChange(); Util.checkErr(); if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("gui.vs", "gui.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); Util.checkErr(); if (texture != null) { texture.bind(GL13.GL_TEXTURE0); } Util.setMatrices(pID, location2d); Util.checkErr(); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); Util.checkErr(); if (texture != null) { texture.unbind(); } GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.base.Renderable3D.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();//from ww w . ja v a 2 s . c o 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();// www . j a v a 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();/*w ww . j a va2s . c o 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;/*from ww w . j av a 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;//from w w w . java 2s . co 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 www .j a v a 2s. 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); }