Example usage for org.lwjgl.opengl GL20 glVertexAttribPointer

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

Introduction

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

Prototype

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) 

Source Link

Document

Specifies the location and organization of a vertex attribute array.

Usage

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);
}