List of usage examples for org.lwjgl.opengl GL20 glEnableVertexAttribArray
public static void glEnableVertexAttribArray(@NativeType("GLuint") int index)
From source file:uk.co.ifs_studios.engine.geometry.BasicDrawElement.java
License:Open Source License
/** * Render DrawElement.// w w w .ja v a 2 s. c o m */ public void render() { this.shader.getShaderProgram().use(); Engine.getInstance().getWindow().getProjectionMatrix().store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getProjectionMatrixLocation(), false, this.matrixBuffer); Engine.getInstance().getGame().getCurrentState().getCamera().getViewMatrix().store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getViewMatrixLocation(), false, this.matrixBuffer); this.modelMatrix.store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getModelMatrixLocation(), false, this.matrixBuffer); GL30.glBindVertexArray(this.vao); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo); GL11.glDrawElements(GL11.GL_TRIANGLES, this.indiceCount, GL11.GL_UNSIGNED_BYTE, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); this.shader.getShaderProgram().unuse(); }
From source file:vertigo.graphics.lwjgl.LWJGLAttribute.java
License:Open Source License
public void bindVBO(ArrayList<BO> buffer, int i) { for (BO bo : buffer) { VBO vbo = (VBO) bo;//w w w. jav a 2 s . c o m if (compare(vbo)) { GL20.glGetAttribLocation(this.handle, name); GL20.glEnableVertexAttribArray(i); //set the vertex's position // GL20.glenableVertexAttribArray(shaderProgram.vertexPositionAttribute); GL20.glVertexAttribPointer(i, vbo.capacity(), false, getSize(name), vbo.getFloatBuffer()); ShaderUtils.useShader(this.handle); } } }
From source file:vertigo.graphics.lwjgl.LWJGL_Renderer.java
License:Open Source License
private void drawShape(Shape obj) { // Geometry: VBO and IBO if (obj.isDirty(Node.VBO)) { processBO(obj);/*from www .j a v a 2s . c o m*/ obj.setDirty(Node.VBO, false); } ShaderProg glshader = obj.getMaterial().getShaderMaterial(); GL20.glUseProgram(glshader.getHandle()); updateUniform(); VBO vbo = null; for (Attribute attrib : attribute) { if (vbo.getType().equals(attrib.getType())) { int alocation = GL20.glGetAttribLocation(glshader.getHandle(), attrib.getName()); GL20.glEnableVertexAttribArray(alocation); GL20.glVertexAttribPointer(alocation, attrib.getSize(), GL11.GL_FLOAT, false, vbo.getStride() << 2, 0L); } } if (isIndexed) { // draw with index GL11.glDrawElements(getOpenGLStyle(obj.getDrawingStyle()), /* elements */ ibo.getSize(), GL_UNSIGNED_INT, 0L); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL20.glDisableVertexAttribArray(0); } else { // draw without index GL11.glDrawArrays(getOpenGLStyle(obj.getDrawingStyle()), 0, capacity / vbo3f.getStride()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); } GL20.glUseProgram(0); }
From source file:wrapper.vbo.Vbo.java
License:Open Source License
public void render() { if (vertid != -1) { shader.bind();/*from w w w. j ava2 s . c o m*/ GL11.glEnable(GL11.GL_BLEND); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texid); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid); GL20.glEnableVertexAttribArray(vertexattrib); GL20.glEnableVertexAttribArray(textureattrib); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid); GL20.glVertexAttribPointer(vertexattrib, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, texcoordid); GL20.glVertexAttribPointer(textureattrib, 2, GL11.GL_FLOAT, false, 0, 0); GL20.glUniform3f(rotationuniform, rotation_x, rotation_y, rotation_z); GL20.glUniform3f(transformuniform, transformation.x, transformation.y, transformation.z); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertcount); GL20.glDisableVertexAttribArray(vertexattrib); GL20.glDisableVertexAttribArray(textureattrib); GL11.glEnable(GL11.GL_BLEND); shader.unbind(); } else { System.out.println("Error no bound vertid"); return; } }
From source file:wrath.client.graphics.Model.java
License:Open Source License
@Override public void renderSetup() { GL30.glBindVertexArray(vao);//from w ww . jav a 2s. c o m GL20.glEnableVertexAttribArray(VERTICIES_ATTRIB_INDEX); GL20.glEnableVertexAttribArray(NORMALS_ATTRIB_INDEX); if (texture != null) { GL20.glEnableVertexAttribArray(TEXTURE_ATTRIB_INDEX); texture.bindTexture(); } if (shader != null) { shader.updateViewMatrix(); shader.bindShader(); } }