List of usage examples for org.lwjgl.opengl GL20 glDisableVertexAttribArray
public static void glDisableVertexAttribArray(@NativeType("GLuint") int index)
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);/*from w ww . j a va2 s . c o 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:model.ModelMD2.java
@Override public void destroy() { //Delete VAO/*w w w . j av a 2 s . c om*/ GL30.glBindVertexArray(vao_id); { for (int i = 0; i < 6; i++) { GL20.glDisableVertexAttribArray(i); } //Delete VBOs GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); for (int i = 0; i < frame_ids.length; i++) { GL15.glDeleteBuffers(frame_ids[i]); } } GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vao_id); GL11.glDeleteTextures(tex_id); }
From source file:model.ModelMD2.java
@Override public void draw(float frame, float[] vpMatrix, float[] matrix, RenderEngine engine) { if (frame < 0 || frame > header.num_frames - 1) return;/*from w w w . j a v a2 s .c om*/ //Select current frame and next int frame_0 = frame_ids[(int) Math.floor(frame)]; int frame_1 = frame_ids[(int) Math.min(Math.ceil(frame), header.num_frames - 1)]; //Upload frame interpolation GL11.glBindTexture(GL11.GL_TEXTURE_2D, tex_id); ShaderUtils.useProgram(shader_id); { //Upload uniform values ShaderUtils.setUniformMatrix4(shader_id, "viewprojMatrix", vpMatrix); ShaderUtils.setUniformMatrix4(shader_id, "modelMatrix", matrix); ShaderUtils.setUniformVar(shader_id, "frame_interpolated", (float) (frame - Math.floor(frame))); //ShaderUtils.setUniformVar(shader_id, "cameraDir", engine.camera.yaw, engine.camera.pitch, engine.camera.roll); //Bind frames to VAO GL30.glBindVertexArray(vao_id); { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, frame_0);//Bind frame 0 { GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 32, 0); GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, 32, 12); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 32, 20); } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, frame_1);//Bind frame 1 { GL20.glVertexAttribPointer(3, 3, GL11.GL_FLOAT, false, 32, 0); GL20.glVertexAttribPointer(4, 2, GL11.GL_FLOAT, false, 32, 12); GL20.glVertexAttribPointer(5, 3, GL11.GL_FLOAT, false, 32, 20); } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); //Enable attribs and render for (int i = 0; i < 6; i++) { GL20.glEnableVertexAttribArray(i); } { GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, header.num_tris * 3); } for (int i = 0; i < 6; i++) { GL20.glDisableVertexAttribArray(i); } } GL30.glBindVertexArray(0); } ShaderUtils.useProgram(0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
From source file:Model.Render.java
public void render(Model model) { GL30.glBindVertexArray(model.getVaoID()); GL20.glEnableVertexAttribArray(0);/*from w ww . j a v a2s. c om*/ GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, model.getVertexCount()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); }
From source file:net.neilcsmith.praxis.video.opengl.internal.ShaderProgram.java
License:Apache License
/** Disables the vertex attribute with the given name * //from w w w . j av a2 s .c o m * @param name the vertex attribute name */ public void disableVertexAttribute(String name) { checkContext(); int location = fetchAttributeLocation(name); if (location == -1) return; GL20.glDisableVertexAttribArray(location); }
From source file:net.smert.frameworkgl.opengl.helpers.VertexArrayHelper.java
License:Apache License
public void disableVertexAttribArray(int index) { GL20.glDisableVertexAttribArray(index); }
From source file:opengl.test.object.CaroTable.java
@Override public void render() { this.bind();// use porgrma --> ket thuc disable program GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo); this.VertexAttribPointer(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo); GL20.glEnableVertexAttribArray(0);// set index ve 0 GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); GL11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_INT, 0); GL20.glDisableVertexAttribArray(0);// disable GL30.glBindVertexArray(0);// unbind vao this.unbind();// dsiable program }
From source file:opengl.test.object.cube.wall.java
@Override public void render() { this.bind();// use porgrma --> ket thuc disable program GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo); this.VertexAttribPointer(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo); GL20.glEnableVertexAttribArray(0);// set index ve 0 GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); GL11.glDrawElements(GL11.GL_TRIANGLE_STRIP, 6, GL11.GL_UNSIGNED_INT, 0); GL20.glDisableVertexAttribArray(0);// disable GL30.glBindVertexArray(0);// unbind vao this.unbind();// dsiable program }
From source file:opengl.test.object.endgame.endgame.java
public void render(int status) { this.bind();// use porgrma --> ket thuc disable program GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo); this.VertexAttribPointer(); GL20.glEnableVertexAttribArray(0);// set index ve 0 if (status == endgame.win) GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureIDWIN); else if (status == endgame.lose) GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureIDLOSE); else/* www.j av a 2 s .com*/ GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureIDDRAW); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.size); //GL11.glDrawElements(GL11.GL_TRIANGLES, this.indices.capacity(), GL11.GL_UNSIGNED_INT, 0);// capacity --> luon luon chua max //GL11. GL20.glDisableVertexAttribArray(0);// disable GL30.glBindVertexArray(0);// unbind vao this.unbind();// dsiable program }
From source file:opengl.test.object.image.java
@Override public void render() { this.bind();// use porgrma --> ket thuc disable program GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo); this.VertexAttribPointer(); GL20.glEnableVertexAttribArray(0);// set index ve 0 GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); GL11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_INT, 0); GL20.glDisableVertexAttribArray(0);// disable GL30.glBindVertexArray(0);// unbind vao this.unbind();// dsiable program }