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:net.smert.frameworkgl.opengl.helpers.VertexArrayHelper.java
License:Apache License
public void bindVertexAttribNormalized(int index, int size, int type, ByteBuffer byteBuffer) { GL20.glVertexAttribPointer(index, size, type, true, 0, byteBuffer); }
From source file:net.smert.frameworkgl.opengl.helpers.VertexBufferObjectHelper.java
License:Apache License
public void bindVertexAttrib(int vboID, int index, int size, int type, int strideBytes, int offsetBytes) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL20.glVertexAttribPointer(index, size, type, false, strideBytes, offsetBytes); }
From source file:net.smert.frameworkgl.opengl.helpers.VertexBufferObjectHelper.java
License:Apache License
public void bindVertexAttribNormalized(int vboID, int index, int size, int type, int strideBytes, int offsetBytes) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL20.glVertexAttribPointer(index, size, type, true, strideBytes, offsetBytes); }
From source file:opengl.test.object.CaroTable.java
/** * Method nay duoc tach rieng ra tu initVertex * Vi render nhieu doi tuong neu dung Multi vbo --> truoc khi draw phai bind lai vbo --> moi lan bind lai se phai set lai VertexAttribPointer *//* w ww . j av a 2 s .co m*/ @Override protected void VertexAttribPointer() { if (this.vbo == 0) throw new RuntimeException("Chua khoi tao VBO"); int positionID = GL20.glGetAttribLocation(programID, "position"); GL20.glEnableVertexAttribArray(positionID); GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 8 * 4, 0);// float size = 4 byte --> next is 3*4 byte // size = 3 --> position = x,y,z vec3 int colorID = GL20.glGetAttribLocation(programID, "color"); GL20.glEnableVertexAttribArray(colorID); GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 8 * 4, 3 * 4); // size = 3 --> vec3 int texcoordID = GL20.glGetAttribLocation(programID, "texcoord"); GL20.glEnableVertexAttribArray(texcoordID); GL20.glVertexAttribPointer(texcoordID, 2, GL11.GL_FLOAT, false, 8 * 4, 6 * 4); // size = 2 --> vec2 }
From source file:opengl.test.object.cube.wall.java
@Override protected void VertexAttribPointer() { if (this.vbo == 0) throw new RuntimeException("Chua khoi tao VBO"); int positionID = GL20.glGetAttribLocation(programID, "position"); GL20.glEnableVertexAttribArray(positionID); GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 8 * 4, 0);// float size = 4 byte --> next is 3*4 byte // size = 3 --> position = x,y,z vec3 int colorID = GL20.glGetAttribLocation(programID, "color"); GL20.glEnableVertexAttribArray(colorID); GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 8 * 4, 3 * 4); // size = 3 --> vec3 int texcoordID = GL20.glGetAttribLocation(programID, "texcoord"); GL20.glEnableVertexAttribArray(texcoordID); GL20.glVertexAttribPointer(texcoordID, 2, GL11.GL_FLOAT, false, 8 * 4, 6 * 4); // size = 2 --> vec2 }
From source file:opengl.test.object.endgame.endgame.java
/** * Method nay duoc tach rieng ra tu initVertex * Vi render nhieu doi tuong neu dung Multi vbo --> truoc khi draw phai bind lai vbo --> moi lan bind lai se phai set lai VertexAttribPointer *///from ww w . j av a 2 s.co m @Override protected void VertexAttribPointer() { if (this.vbo == 0) throw new RuntimeException("Chua khoi tao VBO"); int positionID = GL20.glGetAttribLocation(programID, "position"); GL20.glEnableVertexAttribArray(positionID); GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 8 * 4, 0);// float size = 4 byte --> next is 3*4 byte // size = 3 --> position = x,y,z vec3 int colorID = GL20.glGetAttribLocation(programID, "color"); GL20.glEnableVertexAttribArray(colorID); GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 8 * 4, 3 * 4); // size = 3 --> vec3 int texcoordID = GL20.glGetAttribLocation(programID, "texcoord"); GL20.glEnableVertexAttribArray(texcoordID); GL20.glVertexAttribPointer(texcoordID, 2, GL11.GL_FLOAT, false, 8 * 4, 6 * 4); // size = 2 --> vec2 }
From source file:opengl.test.object.lineCube.java
@Override protected void VertexAttribPointer() { if (this.vbo == 0) throw new RuntimeException("Chua khoi tao VBO"); int positionID = GL20.glGetAttribLocation(programID, "position"); GL20.glEnableVertexAttribArray(positionID); GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 6 * 4, 0);// float size = 4 byte --> next is 3*4 byte int colorID = GL20.glGetAttribLocation(programID, "color"); GL20.glEnableVertexAttribArray(colorID); GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 6 * 4, 3 * 4); }
From source file:opengl.test.object.tree.testobject.leaf.java
/** * Method nay duoc tach rieng ra tu initVertex * Vi render nhieu doi tuong neu dung Multi vbo --> truoc khi draw phai bind lai vbo --> moi lan bind lai se phai set lai VertexAttribPointer *//*from w w w . j a va2 s . com*/ private void VertexAttribPointer() { if (this.vbo == 0) throw new RuntimeException("Chua khoi tao VBO"); int positionID = GL20.glGetAttribLocation(programID, "position"); GL20.glEnableVertexAttribArray(positionID); GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 6 * 4, 0);// float size = 4 byte --> next is 3*4 byte // size = 3 --> position = x,y,z vec3 int colorID = GL20.glGetAttribLocation(programID, "color"); GL20.glEnableVertexAttribArray(colorID); GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 6 * 4, 3 * 4); // size = 3 --> vec3 }
From source file:opengl.test.object.XO.java
/** * Method nay duoc tach rieng ra tu initVertex * Vi render nhieu doi tuong neu dung Multi vbo --> truoc khi draw phai bind lai vbo --> moi lan bind lai se phai set lai VertexAttribPointer *///from w ww .ja v a 2 s. com @Override protected void VertexAttribPointer() { if (this.vbo == 0) throw new RuntimeException("Chua khoi tao VBO"); int positionID = GL20.glGetAttribLocation(programID, "position"); GL20.glEnableVertexAttribArray(positionID); GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 6 * 4, 0);// float size = 4 byte --> next is 3*4 byte // size = 3 --> position = x,y,z vec3 int colorID = GL20.glGetAttribLocation(programID, "color"); GL20.glEnableVertexAttribArray(colorID); GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 6 * 4, 3 * 4); // size = 3 --> vec3 }
From source file:org.bonsaimind.badgersvoyage.opengl.RenderObject.java
License:Open Source License
protected void createOpenGL(int programId) { modelMatrix = new Matrix4f(); modelMatrixLocation = GL20.glGetUniformLocation(programId, "modelMatrix"); modelMatrixBuffer = BufferUtils.createFloatBuffer(16); verticesCount = vertices.length / 3; verticesBuffer = BufferUtils.createFloatBuffer(vertices.length); verticesBuffer.put(vertices);/*from www . j ava 2 s . com*/ verticesBuffer.flip(); 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); }