Example usage for org.lwjgl.opengl GL20 glEnableVertexAttribArray

List of usage examples for org.lwjgl.opengl GL20 glEnableVertexAttribArray

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glEnableVertexAttribArray.

Prototype

public static void glEnableVertexAttribArray(@NativeType("GLuint") int index) 

Source Link

Document

Enables a generic vertex attribute array.

Usage

From source file:game.entity.lwjgl.EntityRenderer.java

private void prepareTexturedModel(TexturedModel model) {
    RawModel rawModel = model.getRawModel();
    if (rawModel.doesContainInvertedNormals()) {
        GL11.glDisable(GL11.GL_CULL_FACE);
    }/*from   w  w w . j  a v a2s .c o  m*/
    GL30.glBindVertexArray(rawModel.getVaoID());
    GL20.glEnableVertexAttribArray(VERTEX_POSITIONS);
    GL20.glEnableVertexAttribArray(TEXTURE_COORDS);
    GL20.glEnableVertexAttribArray(NORMAL_VECTORS);
    this.loadUniformFloat("shineDamper", model.getModelTexture().getShineDamper());
    this.loadUniformFloat("reflectivity", model.getModelTexture().getReflectivity());
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getModelTexture().getTextureID());

}

From source file:game.skybox.lwjgl.SkyboxRenderer.java

public void render() {
    GL30.glBindVertexArray(cube.getVaoID());
    GL20.glEnableVertexAttribArray(0);
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, cube.getVertexCount());
    GL20.glDisableVertexAttribArray(0);/*from  www .j a v  a2s  .c om*/
    GL30.glBindVertexArray(0);
}

From source file:game.terrain.lwjgl.TerrainRenderer.java

/**
 *
 * @param terrain/*from w ww .ja v a 2s.  c  o  m*/
 */
private void prepareTerrain(Terrain terrain) {
    RawModel rawModel = terrain.getModel();
    GL30.glBindVertexArray(rawModel.getVaoID());
    GL20.glEnableVertexAttribArray(VERTEX_POSITIONS);
    GL20.glEnableVertexAttribArray(TEXTURE_COORDS);
    GL20.glEnableVertexAttribArray(NORMAL_VECTORS);
    bindTextures(terrain);
}

From source file:gui.lwjgl.GUIRenderer.java

@Override
public void render(GUIRenderable element) {
    GL30.glBindVertexArray(element.getGUIElement().getVaoID());
    GL20.glEnableVertexAttribArray(VERTEX_POSITIONS);
    GL20.glEnableVertexAttribArray(TEXTURE_COORDS);

    Matrix4f transformationMatrix = Maths.createTransformationMatrix(
            new Vector2f(((2.0f * element.getGUIElement().getPosition().x) / Display.getWidth() - 1),
                    -1 * ((2.0f * element.getGUIElement().getPosition().y) / Display.getHeight()) + 1f),
            element.getGUIElement().getRotation(),
            element.getGUIElement().getWidth() / (float) (Display.getWidth() / 2),
            element.getGUIElement().getHeight() / (float) (Display.getHeight() / 2));

    this.loadUniformMatrix("transformationMatrix", transformationMatrix);

    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, element.getGUIElement().getTexture().getTextureID());
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6);

    GL20.glDisableVertexAttribArray(VERTEX_POSITIONS);
    GL20.glDisableVertexAttribArray(TEXTURE_COORDS);
    GL30.glBindVertexArray(0);// w w w. jav  a2s . co m
}

From source file:io.root.gfx.glutils.GL.java

License:Apache License

public static void glEnableVertexAttribArray(int index) {
    GL20.glEnableVertexAttribArray(index);
}

From source file:itdelatrisu.opsu.render.CurveRenderState.java

License:Open Source License

/**
 * Do the actual drawing of the curve into the currently bound framebuffer.
 * @param color the color of the curve/*from  www.  j a  v a 2 s .  co m*/
 * @param borderColor the curve border color
 * @param curve the points along the curve
 */
private void draw_curve(Color color, Color borderColor, Vec2f[] curve) {
    staticState.initGradient();
    RenderState state = startRender();
    int vtx_buf;
    // the size is: floatsize * (position + texture coordinates) * (number of cones) * (vertices in a cone)
    FloatBuffer buff = BufferUtils
            .createByteBuffer(4 * (4 + 2) * (2 * curve.length - 1) * (NewCurveStyleState.DIVIDES + 2))
            .asFloatBuffer();
    staticState.initShaderProgram();
    vtx_buf = GL15.glGenBuffers();
    for (int i = 0; i < curve.length; ++i) {
        float x = curve[i].x;
        float y = curve[i].y;
        //if (i == 0 || i == curve.length - 1){
        fillCone(buff, x, y, NewCurveStyleState.DIVIDES);
        if (i != 0) {
            float last_x = curve[i - 1].x;
            float last_y = curve[i - 1].y;
            double diff_x = x - last_x;
            double diff_y = y - last_y;
            x = (float) (x - diff_x / 2);
            y = (float) (y - diff_y / 2);
            fillCone(buff, x, y, NewCurveStyleState.DIVIDES);
        }
    }
    buff.flip();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vtx_buf);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buff, GL15.GL_STATIC_DRAW);
    GL20.glUseProgram(staticState.program);
    GL20.glEnableVertexAttribArray(staticState.attribLoc);
    GL20.glEnableVertexAttribArray(staticState.texCoordLoc);
    GL20.glUniform1i(staticState.texLoc, 0);
    GL20.glUniform3f(staticState.colLoc, color.r, color.g, color.b);
    GL20.glUniform4f(staticState.colBorderLoc, borderColor.r, borderColor.g, borderColor.b, borderColor.a);
    //stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w)
    //2*4 is for skipping the first 2 floats (u,v)
    GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4);
    GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0);
    for (int i = 0; i < curve.length * 2 - 1; ++i)
        GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2),
                NewCurveStyleState.DIVIDES + 2);
    GL20.glDisableVertexAttribArray(staticState.texCoordLoc);
    GL20.glDisableVertexAttribArray(staticState.attribLoc);
    GL15.glDeleteBuffers(vtx_buf);
    endRender(state);
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void enableVertexAttribArray(int id) {
    GL20.glEnableVertexAttribArray(id);
}

From source file:main.EntityRenderer.java

private void prepareTextureModel(TextureModel model) {
    RawModel rawModel = model.getRawModel();
    GL30.glBindVertexArray(rawModel.getVaoId());
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);/*from w w w .j a v a  2s . com*/
    GL20.glEnableVertexAttribArray(2);
    ModelTexture texture = model.getTexture();
    shader.loadShineVariables(texture.getShineDamper(), texture.getReflectivity());
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getTexture().getTextureId());
}

From source file:main.java.com.YeAJG.game.entity.Entity.java

License:Open Source License

@Override
public void Render(float interpolation) {

    GL20.glUseProgram(pId);/*from  w  w w  . j a va  2  s.  co m*/

    // Bind the texture
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId);

    // Bind to the VAO that has all the information about the vertices
    GL30.glBindVertexArray(vaoId);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);

    // Bind to the index VBO that has all the information about the order of the vertices
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);

    // Draw the vertices
    GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0);

    // Put everything back to default (deselect)
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL30.glBindVertexArray(0);

    GL20.glUseProgram(0);

    Game.exitOnGLError("renderCycle");
}

From source file:main.TerrainRenderer.java

private void prepareTerrain(Terrain terrain) {
    RawModel rawModel = terrain.getModel();
    GL30.glBindVertexArray(rawModel.getVaoId());
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);//from ww w.  j  a  v  a  2s .co  m
    GL20.glEnableVertexAttribArray(2);
    ModelTexture texture = terrain.getTexture();
    shader.loadShineVariables(texture.getShineDamper(), texture.getReflectivity());
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureId());
}