List of usage examples for org.lwjgl.opengl GL20 glVertexAttribPointer
public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer)
From source file:com.opengrave.og.base.RenderableLines.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }//from w w w . j a va 2 s. co m GL30.glBindVertexArray(vaoID); if (vboID == 0) { vboID = GL15.glGenBuffers(); } if (vbocID == 0) { vbocID = GL15.glGenBuffers(); } if (changed) { changed = false; recreate(); vertCount = vertexList.size(); if ((vertCount & 1) == 1) { // Dirty fix for odd numbers vertCount = 0; return; } if (vertCount == 0) { return; } if (posBuffer == null || posBuffer.capacity() != vertCount * 3) { posBuffer = BufferUtils.createFloatBuffer(vertCount * 3); } if (colBuffer == null || colBuffer.capacity() != vertCount * 4) { colBuffer = BufferUtils.createFloatBuffer(vertCount * 4); } for (VertexPoint va : vertexList) { posBuffer.put(va.x).put(va.y).put(va.z); colBuffer.put(va.r).put(va.g).put(va.b).put(va.a); } posBuffer.flip(); colBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbocID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableLiquid.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }/*from w w w. j a va 2s.com*/ GL30.glBindVertexArray(vaoID); if (vbopID == 0) { vbopID = GL15.glGenBuffers(); } if (vbooID == 0) { vbooID = GL15.glGenBuffers(); } if (vbonID == 0) { vbonID = GL15.glGenBuffers(); } if (changed) { vertexList.clear(); posBuffer.clear(); offsetBuffer.clear(); normBuffer.clear(); recreate(); changed = false; int verts = vertexList.size(); if (vertexList.size() == 0) { return; } if (posBuffer.capacity() != verts * 4) { posBuffer = BufferUtils.createFloatBuffer(verts * 4); } if (offsetBuffer.capacity() != verts * 4) { offsetBuffer = BufferUtils.createFloatBuffer(verts * 4); } if (normBuffer.capacity() != verts * 3) { normBuffer = BufferUtils.createFloatBuffer(verts * 3); } for (int i = 0; i < vertexList.size(); i += 3) { VertexLiquid vm0, vm1, vm2; vm0 = vertexList.get(i); vm1 = vertexList.get(i + 1); vm2 = vertexList.get(i + 2); posBuffer.put(vm0.x).put(vm0.y).put(vm0.z).put(vm0.tex); posBuffer.put(vm1.x).put(vm1.y).put(vm1.z).put(vm0.tex); posBuffer.put(vm2.x).put(vm2.y).put(vm2.z).put(vm0.tex); offsetBuffer.put(0).put(0).put(0).put(0); offsetBuffer.put(vm1.x - vm0.x).put(vm1.y - vm0.y).put(0).put(0); offsetBuffer.put(vm2.x - vm0.x).put(vm2.y - vm0.y).put(0).put(0); normBuffer.put(vm0.nx).put(vm0.ny).put(vm0.nz); normBuffer.put(vm1.nx).put(vm1.ny).put(vm1.nz); normBuffer.put(vm2.nx).put(vm2.ny).put(vm2.nz); } posBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbopID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0); offsetBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbooID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, offsetBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); normBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbonID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, normBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }//from w ww . j av a2 s.com GL30.glBindVertexArray(vaoID); if (vbopID == 0) { vbopID = GL15.glGenBuffers(); } if (vbotID == 0) { vbotID = GL15.glGenBuffers(); } if (vbotDID == 0) { vbotDID = GL15.glGenBuffers(); } if (vboNID == 0) { vboNID = GL15.glGenBuffers(); } if (changed) { changed = false; vertexList.clear(); posBuffer.clear(); texBuffer.clear(); texDBuffer.clear(); normBuffer.clear(); recreate(); int verts = vertexList.size(); if (vertexList.size() == 0) { return; } if (posBuffer.capacity() != verts * 3) { posBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (texBuffer.capacity() != verts * 3) { texBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (texDBuffer.capacity() != verts * 3) { texDBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (normBuffer.capacity() != verts * 3) { normBuffer = BufferUtils.createFloatBuffer(verts * 3); } for (int i = 0; i < vertexList.size(); i += 3) { VertexMultiTex vm0, vm1, vm2; vm0 = vertexList.get(i); vm1 = vertexList.get(i + 1); vm2 = vertexList.get(i + 2); posBuffer.put(vm0.x).put(vm0.y).put(vm0.z); posBuffer.put(vm1.x).put(vm1.y).put(vm1.z); posBuffer.put(vm2.x).put(vm2.y).put(vm2.z); texBuffer.put(vm0.tx).put(vm0.ty).put((float) vm0.tex); texBuffer.put(vm1.tx).put(vm1.ty).put((float) vm1.tex); texBuffer.put(vm2.tx).put(vm2.ty).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); normBuffer.put(vm0.nx).put(vm0.ny).put(vm0.nz); normBuffer.put(vm1.nx).put(vm1.ny).put(vm1.nz); normBuffer.put(vm2.nx).put(vm2.ny).put(vm2.nz); } posBuffer.flip(); texBuffer.flip(); texDBuffer.flip(); normBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbopID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbotID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbotDID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texDBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboNID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, normBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(3, 3, GL11.GL_FLOAT, true, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } }
From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void dealWithChange() { // Safely assume every frame is a new frame in terms of particle // positions. if (idVao == 0) { idVao = GL30.glGenVertexArrays(); }//w ww .j a v a 2 s. c om GL30.glBindVertexArray(idVao); if (idVboColours == 0) { idVboColours = GL15.glGenBuffers(); } if (idVboPositions == 0) { idVboPositions = GL15.glGenBuffers(); } if (idVboScale == 0) { idVboScale = GL15.glGenBuffers(); } size = particleList.size() * 4; if (positions == null || positions.capacity() != size) { positions = BufferUtils.createFloatBuffer(size); } if (colours == null || colours.capacity() != size) { colours = BufferUtils.createFloatBuffer(size); } if (scales == null || scales.capacity() != size) { scales = BufferUtils.createFloatBuffer(size); } positions.rewind(); colours.rewind(); scales.rewind(); for (ParticlePart particle : particleList) { Vector3f pos = particle.getPosition().toVector3(), sca = particle.getScaleData(); Vector4f col = particle.getColour(); positions.put(pos.x).put(pos.y).put(pos.z).put(1f); colours.put(col.x).put(col.y).put(col.z).put(col.w); scales.put(sca.x).put(sca.y).put(sca.z).put(1f); } positions.flip(); colours.flip(); scales.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, idVboPositions); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, positions, GL15.GL_STREAM_DRAW); GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, idVboColours); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colours, GL15.GL_STREAM_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, idVboScale); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, scales, GL15.GL_STREAM_DRAW); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderablePoints.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }//from w w w . j a va2 s. c om GL30.glBindVertexArray(vaoID); if (vboID == 0) { vboID = GL15.glGenBuffers(); } if (vboCID == 0) { vboCID = GL15.glGenBuffers(); } if (vbosID == 0) { vbosID = GL15.glGenBuffers(); } if (changed) { changed = false; // vertexList.clear(); recreate(); synchronized (vertexList) { vertCount = vertexList.size(); if (vertCount == 0) { return; } if (posBuffer == null || posBuffer.capacity() != vertCount * 3) { posBuffer = BufferUtils.createFloatBuffer(vertCount * 3); } if (colBuffer == null || colBuffer.capacity() != vertCount * 4) { colBuffer = BufferUtils.createFloatBuffer(vertCount * 4); } if (scaleBuffer == null || scaleBuffer.capacity() != vertCount * 4) { scaleBuffer = BufferUtils.createFloatBuffer(vertCount * 4); } posBuffer.position(0); colBuffer.position(0); scaleBuffer.position(0); for (VertexPoint va : vertexList) { posBuffer.put(va.x).put(va.y).put(va.z); colBuffer.put(va.r).put(va.g).put(va.b).put(va.a); scaleBuffer.put(va.size).put(va.texture).put(0f).put(0f); } } posBuffer.flip(); colBuffer.flip(); scaleBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboCID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbosID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, scaleBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.light.Depth2DFramebuffer.java
License:Open Source License
public Depth2DFramebuffer(int size) { framebufferSize = size;// www .ja va 2 s. c om framebuffer = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer); shadowMap = new Texture2DShadowMap(framebufferSize); shadowMap.bindToFrameBuffer(); // GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0); GL11.glDrawBuffer(GL11.GL_NONE); Util.checkErr(); GL11.glReadBuffer(GL11.GL_NONE); int i = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (i != GL30.GL_FRAMEBUFFER_COMPLETE) { throw new RuntimeException("Framebuffer creation failed with code: " + i); } GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // TESTING STUFF count = 2; FloatBuffer pos = BufferUtils.createFloatBuffer(3 * 3 * count); FloatBuffer tex = BufferUtils.createFloatBuffer(2 * 3 * count); pos.put(0.75f).put(0.75f).put(0f); pos.put(0.75f).put(0.25f).put(0f); pos.put(0.25f).put(0.75f).put(0f); pos.put(0.25f).put(0.25f).put(0f); pos.put(0.75f).put(0.25f).put(0f); pos.put(0.25f).put(0.75f).put(0f); pos.flip(); tex.put(1f).put(1f); tex.put(1f).put(0f); tex.put(0f).put(1f); tex.put(0f).put(0f); tex.put(1f).put(0f); tex.put(0f).put(1f); tex.flip(); vao_ID = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vao_ID); int vbo_pos_ID = GL15.glGenBuffers(); int vbo_tex_ID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_pos_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, pos, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_tex_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, tex, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, 0, 0); }
From source file:com.redthirddivision.quad.rendering.models.Model.java
License:Apache License
private void storeInAttribList(int attribNumber, int coordSize, float[] data) { int vboID = GL15.glGenBuffers(); ResourceManager.addVBO(vboID);/* w ww . j a v a 2s . c om*/ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); FloatBuffer buffer = Util.storeInFloatBuffer(data); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(attribNumber, coordSize, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
From source file:com.rfdickerson.openworld.CubeGeometry.java
@Override void init() {//from www. j av a 2 s.c o m float[] vertices = { -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f }; byte[] indices = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 4, 3, 5, 0, 4, 6, 0, 6, 1 }; indicesCount = indices.length; ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length); verticesBuffer.put(vertices); verticesBuffer.flip(); //vertexCount = 6; vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); vboiId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); this.isLoaded = true; exitOnGLError("init terrain patch"); }
From source file:com.rfdickerson.openworld.RenderSurface.java
@Override void init() {//from ww w. j av a 2s. c o m float[] vertices = { -0.5f, 0f, -0.5f, -0.5f, 0f, 0.5f, 0.5f, 0f, 0.5f, 0.5f, 0f, -0.5f }; byte[] indices = { 0, 1, 3, 1, 2, 3 }; indicesCount = indices.length; ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length); verticesBuffer.put(vertices); verticesBuffer.flip(); //vertexCount = 6; vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); vboiId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); this.isLoaded = true; exitOnGLError("init terrain patch"); }
From source file:com.runescape.client.revised.client.lwjgl.Mesh.java
License:Open Source License
public void draw() { GL20.glEnableVertexAttribArray(0);/*from www .j a v a2 s . co m*/ 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); }