List of usage examples for org.lwjgl.opengl GL20 glDisableVertexAttribArray
public static void glDisableVertexAttribArray(@NativeType("GLuint") int index)
From source file:com.redthirddivision.quad.rendering.renderers.GuiRenderer.java
License:Apache License
@Override public void render(ArrayList<GuiTexture> elements) { shader.start();/* w w w .j a va 2 s .c om*/ GL30.glBindVertexArray(quad.getVaoID()); GL20.glEnableVertexAttribArray(0); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_DEPTH_TEST); for (GuiTexture gui : elements) { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, gui.getTexture()); Matrix4f matrix = MathHelper.createTransformationMatrix(gui.getPosition(), gui.getScale(), new Vector2f(0, 0)); shader.loadTransformation(matrix); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, quad.getVertexCount()); } GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_DEPTH_TEST); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); shader.stop(); }
From source file:com.redthirddivision.quad.rendering.renderers.TerrainRenderer.java
License:Apache License
@Override protected void unbindTexturedModel() { GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); }
From source file:com.rfdickerson.openworld.CubeGeometry.java
@Override void draw(SceneNode node) { if (!this.isLoaded) { this.init(); } else {/* w w w .ja v a2s.co m*/ GLSLShaderService shaderService = GLSLShaderService.getInstance(); // use shader Shader basic = shaderService.findShader("basic"); if (basic == null) { log.error("Could not find shader"); } else { //shaderService.useShader(basic); //basic.setUniform4f("projectionMatrix", c.getProjectionMatrix()); //basic.setUniform4f("viewMatrix", c.getViewMatrix()); //basic.setUniform4f("modelMatrix", t); basic.setUniform4f("MVPMatrix", node.getMVPMatrix()); basic.setUniform4f("MVMatrix", node.getMVMatrix()); basic.setUniform3f("NormalMatrix", node.getNormalMatrix()); shaderService.useShader(basic); GL20.glBindAttribLocation(basic.getProgramID(), 0, "in_Position"); } GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL11.glDrawElements(GL11.GL_TRIANGLE_FAN, indicesCount, GL11.GL_UNSIGNED_BYTE, 0); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); } exitOnGLError("draw terrain patch"); }
From source file:com.rfdickerson.openworld.CubeGeometry.java
@Override void cleanup() {/*from w ww . j a v a 2 s .com*/ log.info("Cleaning up the SimpleTerrain"); GL20.glDisableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboId); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboiId); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); this.isLoaded = false; }
From source file:com.rfdickerson.openworld.RenderSurface.java
@Override void draw(SceneNode node) { if (!this.isLoaded) { this.init(); } else {//w w w . j a v a 2s . c o m GLSLShaderService shaderService = GLSLShaderService.getInstance(); // use shader Shader basic = shaderService.findShader("basic"); if (basic == null) { log.error("Could not find shader"); } else { //shaderService.useShader(basic); //basic.setUniform4f("projectionMatrix", c.getProjectionMatrix()); //basic.setUniform4f("viewMatrix", c.getViewMatrix()); //basic.setUniform4f("modelMatrix", t); shaderService.useShader(basic); GL20.glBindAttribLocation(basic.getProgramID(), 0, "in_Position"); } GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); } exitOnGLError("draw terrain patch"); }
From source file:com.runescape.client.revised.client.lwjgl.Mesh.java
License:Open Source License
public void draw() { GL20.glEnableVertexAttribArray(0);/*w ww. j av a 2 s.com*/ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.getVbo()); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, Vertex.getSize() * 4, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.getSize()); GL20.glDisableVertexAttribArray(0); }
From source file:com.voxelplugineering.voxelsniper.render.buffer.BufferManager.java
License:Open Source License
public void destroy() { GL30.glBindVertexArray(vaoId);//from ww w . j ava2 s . c o m GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); for (BufferSection b : this.sections) { b.destroy(); } GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); }
From source file:com.voxelplugineering.voxelsniper.render.buffer.BufferManager.java
License:Open Source License
public void renderSections() { GL30.glBindVertexArray(vaoId);/*w w w . ja v a 2 s . c o m*/ GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); for (BufferSection b : this.sections) { b.draw(); } GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); }
From source file:com.xrbpowered.gl.res.shaders.InstanceBuffer.java
License:Open Source License
public void disable() { for (int i = 0; i < elemCount.length; i++) GL20.glDisableVertexAttribArray(attribId + i); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:com.xrbpowered.gl.res.shaders.VertexInfo.java
License:Open Source License
public void disableAttribs() { for (int i = 0; i < getAttributeCount(); i++) { GL20.glDisableVertexAttribArray(i); } }