Example usage for org.lwjgl.opengl GL30 glGenVertexArrays

List of usage examples for org.lwjgl.opengl GL30 glGenVertexArrays

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL30 glGenVertexArrays.

Prototype

@NativeType("void")
public static int glGenVertexArrays() 

Source Link

Document

Generates vertex array object names.

Usage

From source file:bd.ac.seu.lwjgldemo.Renderer.java

private void setupModel() {
    int COLUMNS_PER_ROW = 3;
    vertices = new double[NUM_VERTICES * COLUMNS_PER_ROW];
    for (int row = 0; row < vertices.length / COLUMNS_PER_ROW; row++) {
        vertices[row * COLUMNS_PER_ROW + 0] = Math.random();
        vertices[row * COLUMNS_PER_ROW + 1] = Math.random();
        vertices[row * COLUMNS_PER_ROW + 2] = 0;
    }/*from w  ww  . ja  va 2 s  .  c  o  m*/

    DoubleBuffer buffer = BufferUtils.createDoubleBuffer(vertices.length);
    buffer.put(vertices);
    buffer.flip();

    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);

    vboId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
    GL20.glVertexAttribPointer(0, 3, GL11.GL_DOUBLE, false, 0, 0);

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:br.com.perin.renderEngine.Loader.java

private int createVAO() {
    int vaoID = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoID);
    return vaoID;
}

From source file:com.adavr.player.globjects.VertexArray.java

License:Open Source License

public static VertexArray create() {
    int id = GL30.glGenVertexArrays();
    return new VertexArray(id);
}

From source file:com.badlogic.gdx.backends.jglfw.JglfwGL30.java

License:Apache License

@Override
public void glGenVertexArrays(int n, int[] arrays, int offset) {
    for (int i = offset; i < offset + n; i++) {
        arrays[i] = GL30.glGenVertexArrays();
    }//from   ww w .j  a  v a2 s .c  o  m
}

From source file:com.flowpowered.caustic.lwjgl.gl30.GL30VertexArray.java

License:MIT License

@Override
public void create() {
    checkNotCreated();//  ww w  . j a v  a 2s  .  c  o  m
    // Generate the vao
    id = GL30.glGenVertexArrays();
    // Update state
    super.create();
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:com.geekyaubergine.geekyjgameutil.model.ModelLoader.java

License:Open Source License

/**
 * Creates VAO and returns its ID//from   w ww .ja v  a 2  s  .  c  o  m
 * @return Created VAO ID
 */
private static int createVAO() {
    int vaoId = GL30.glGenVertexArrays();
    vaos.add(vaoId);
    GL30.glBindVertexArray(vaoId);
    return vaoId;
}

From source file:com.github.kajdreef.mazerunnermvn.Object.GameObject.java

protected void createVBO() {
    FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length * Vertex.elementCount);
    for (int i = 0; i < vertices.length; i++) {
        verticesBuffer.put(vertices[i].getElements());
    }//from w  w w.  j  a  v a  2s  . c om
    verticesBuffer.flip();

    // Create the indices buffer and place the data in it.
    ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesData.length);
    indicesBuffer.put(indicesData);
    indicesBuffer.flip();

    // Initialize the VAO 
    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);

    // Initialize the VBO 
    vboVerticesId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboVerticesId);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);

    // Put the positions in attribute list 0
    GL20.glVertexAttribPointer(0, Vertex.positionElementCount, GL11.GL_FLOAT, false, Vertex.stride,
            Vertex.positionByteOffset);
    // Put the color components in attribute list 1
    GL20.glVertexAttribPointer(1, Vertex.colorElementCount, GL11.GL_FLOAT, false, Vertex.stride,
            Vertex.colorByteOffset);
    // Put the texture coordinates in attribute list 2
    GL20.glVertexAttribPointer(2, Vertex.textureElementCount, GL11.GL_FLOAT, false, Vertex.stride,
            Vertex.textureByteOffset);

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

    // Deselect the VAO
    GL30.glBindVertexArray(0);

    // Create a VBO for the indices.
    vboIndicesId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndicesId);
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
}

From source file:com.google.gapid.glviewer.GeometryScene.java

License:Apache License

@Override
public void init(Renderer renderer) {
    float[] background = new float[] { .2f, .2f, .2f, 1f };

    LOG.log(FINE, "GL Version:   " + GL11.glGetString(GL11.GL_VERSION));
    LOG.log(FINE, "GLSL Version: " + GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION));

    shaders = Shaders.init(renderer);/*w  w  w .j a v  a  2s  .c  o  m*/
    if (renderable != null) {
        renderable.init(renderer);
    }

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glClearColor(background[0], background[1], background[2], background[3]);
    GL11.glPointSize(4);
    GL30.glBindVertexArray(GL30.glGenVertexArrays());
}

From source file:com.google.gapid.glviewer.gl.Renderer.java

License:Apache License

/**
 * Initializes the renderer for use.//from   www.  j a v  a 2 s. c  o m
 * Must be called before any other methods.
 */
public void initialize() {
    GL30.glBindVertexArray(GL30.glGenVertexArrays());
    buildPrimitives();
}

From source file:com.google.gapid.glviewer.Viewer.java

License:Apache License

@Override
public void init() {
    float[] background = new float[] { .2f, .2f, .2f, 1f };

    LOG.log(FINE, "GL Version:   " + GL11.glGetString(GL11.GL_VERSION));
    LOG.log(FINE, "GLSL Version: " + GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION));

    shaders = Shaders.init();/*from w  ww. jav  a2 s. com*/
    if (renderable != null) {
        renderable.init();
    }

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glClearColor(background[0], background[1], background[2], background[3]);
    GL11.glPointSize(4);
    GL30.glBindVertexArray(GL30.glGenVertexArrays());
}