Java tutorial
/******************************************************************************* * MIT License * * Copyright (c) 2016 Ashur Rafiev * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. *******************************************************************************/ package com.xrbpowered.gl.res.shaders; import java.nio.FloatBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL15; import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL33; import com.xrbpowered.gl.Client; public class InstanceBuffer { private FloatBuffer instanceBuffer = null; private int divisor; private int attribId; private int[] elemCount; private int stride; private int iboId; public InstanceBuffer(int divisor, int count, int attribId, int[] elemCount) { this.divisor = divisor; this.attribId = attribId; this.elemCount = elemCount; stride = 0; for (int i = 0; i < elemCount.length; i++) { stride += 4 * elemCount[i]; } instanceBuffer = BufferUtils.createByteBuffer(count * stride).asFloatBuffer(); iboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, iboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, count * stride, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); Client.checkError(); } public InstanceBuffer(int divisor, int count, int attribId, int elemCount) { this(divisor, count, attribId, new int[] { elemCount }); } public static int bindAttribLocations(Shader shader, int startIndex, String[] names) { for (int i = 0; i < names.length; i++) GL20.glBindAttribLocation(shader.pId, i + startIndex, names[i]); return startIndex + names.length; } public void updateInstanceData(float[] instanceData, int count) { instanceBuffer.clear(); instanceBuffer.put(instanceData, 0, count * stride / 4); instanceBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, iboId); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, instanceBuffer); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); Client.checkError(); } public void enable() { int offs = 0; for (int i = 0; i < elemCount.length; i++) { GL20.glEnableVertexAttribArray(attribId + i); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, iboId); GL20.glVertexAttribPointer(attribId + i, elemCount[i], GL11.GL_FLOAT, false, stride, offs); offs += 4 * elemCount[i]; GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL33.glVertexAttribDivisor(attribId + i, divisor); // GL20.glGetVertexAttrib(attribId, GL33.GL_VERTEX_ATTRIB_ARRAY_DIVISOR, testParam); Client.checkError(); } } public void disable() { for (int i = 0; i < elemCount.length; i++) GL20.glDisableVertexAttribArray(attribId + i); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } public void destroy() { // TODO destroy InstanceBuffer } }