Java Code Examples for com.jogamp.opengl.GL2GL3#glGenBuffers()

The following examples show how to use com.jogamp.opengl.GL2GL3#glGenBuffers() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Polygon.java    From jaamsim with Apache License 2.0 6 votes vote down vote up
public static void init(Renderer r, GL2GL3 gl) {
	int[] is = new int[1];
	gl.glGenBuffers(1, is, 0);
	_vertBuffer = is[0];

	Shader s = r.getShader(ShaderHandle.DEBUG);
	_progHandle = s.getProgramHandle();
	gl.glUseProgram(_progHandle);

	_modelViewMatVar = gl.glGetUniformLocation(_progHandle, "modelViewMat");
	_projMatVar = gl.glGetUniformLocation(_progHandle, "projMat");
	_colorVar = gl.glGetUniformLocation(_progHandle, "color");

	_cVar = gl.glGetUniformLocation(_progHandle, "C");
	_fcVar = gl.glGetUniformLocation(_progHandle, "FC");

	_posVar = gl.glGetAttribLocation(_progHandle, "position");

	_hasInitialized = true;
}
 
Example 2
Source File: OverlayPolygon.java    From jaamsim with Apache License 2.0 6 votes vote down vote up
private static void initStaticData(Renderer r) {
	GL2GL3 gl = r.getGL();

	// Initialize the shader variables
	progHandle = r.getShader(Renderer.ShaderHandle.OVERLAY_FLAT).getProgramHandle();

	int[] is = new int[1];
	gl.glGenBuffers(1, is, 0);
	glBuff = is[0];

	hasTexVar = gl.glGetUniformLocation(progHandle, "useTex");
	sizeVar = gl.glGetUniformLocation(progHandle, "size");
	offsetVar = gl.glGetUniformLocation(progHandle, "offset");
	colorVar = gl.glGetUniformLocation(progHandle, "color");

	posVar = gl.glGetAttribLocation(progHandle, "position");
	staticInit = true;
}
 
Example 3
Source File: OverlayLine.java    From jaamsim with Apache License 2.0 6 votes vote down vote up
private static void initStaticData(Renderer r) {
	GL2GL3 gl = r.getGL();

	// Initialize the shader variables
	progHandle = r.getShader(Renderer.ShaderHandle.OVERLAY_FLAT).getProgramHandle();

	int[] is = new int[1];
	gl.glGenBuffers(1, is, 0);
	lineGLBuff = is[0];

	hasTexVar = gl.glGetUniformLocation(progHandle, "useTex");
	sizeVar = gl.glGetUniformLocation(progHandle, "size");
	offsetVar = gl.glGetUniformLocation(progHandle, "offset");
	colorVar = gl.glGetUniformLocation(progHandle, "color");

	posVar = gl.glGetAttribLocation(progHandle, "position");
	staticInit = true;
}
 
Example 4
Source File: Skybox.java    From jaamsim with Apache License 2.0 5 votes vote down vote up
public static void loadGPUAssets(Renderer r) {

		GL2GL3 gl = r.getGL();

		int[] buffs = new int[1];
		gl.glGenBuffers(1, buffs, 0);
		vertBuff = buffs[0];

		progHandle = r.getShader(Renderer.ShaderHandle.SKYBOX).getProgramHandle();

		projMatVar = gl.glGetUniformLocation(progHandle, "projMat");
		invViewMatVar = gl.glGetUniformLocation(progHandle, "invViewMat");
		texVar = gl.glGetUniformLocation(progHandle, "tex");

		FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates
		verts.put(-0.5f); verts.put(-0.5f); verts.put(-0.5f);
		verts.put( 0.5f); verts.put(-0.5f); verts.put(-0.5f);
		verts.put( 0.5f); verts.put( 0.5f); verts.put(-0.5f);

		verts.put(-0.5f); verts.put(-0.5f); verts.put(-0.5f);
		verts.put( 0.5f); verts.put( 0.5f); verts.put(-0.5f);
		verts.put(-0.5f); verts.put( 0.5f); verts.put(-0.5f);

		verts.flip();
		gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff);
		gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW);

		gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

		isLoaded = true;
	}
 
Example 5
Source File: MeshProto.java    From jaamsim with Apache License 2.0 5 votes vote down vote up
private void loadGPUSubLine(GL2GL3 gl, Renderer renderer, MeshData.SubLineData data) {

	Shader s = renderer.getShader(Renderer.ShaderHandle.DEBUG);

	assert (s.isGood());

	SubLine sub = new SubLine();
	sub._progHandle = s.getProgramHandle();

	int[] is = new int[1];
	gl.glGenBuffers(1, is, 0);
	sub._vertexBuffer = is[0];

	sub._numVerts = data.verts.size();

	sub._hull = data.hull;

	// Init vertices
	FloatBuffer fb = FloatBuffer.allocate(data.verts.size() * 3); //
	for (Vec3d v : data.verts) {
		RenderUtils.putPointXYZ(fb, v);
	}
	fb.flip();

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, sub._vertexBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, sub._numVerts * 3 * 4, fb, GL2GL3.GL_STATIC_DRAW);

	// Bind the shader variables
	sub._modelViewMatVar = gl.glGetUniformLocation(sub._progHandle, "modelViewMat");
	sub._projMatVar = gl.glGetUniformLocation(sub._progHandle, "projMat");

	sub._diffuseColor = new Color4d(data.diffuseColor);
	sub._colorVar = gl.glGetUniformLocation(sub._progHandle, "color");

	sub._cVar = gl.glGetUniformLocation(sub._progHandle, "C");
	sub._fcVar = gl.glGetUniformLocation(sub._progHandle, "FC");

	_subLines.add(sub);
}
 
Example 6
Source File: GraphicsMemManager.java    From jaamsim with Apache License 2.0 5 votes vote down vote up
public BufferHandle allocateBuffer(int size, GL2GL3 gl) {
	int[] i = new int[1];
	gl.glGenBuffers(1, i, 0);
	int glBufferID = i[0];

	renderer.usingVRAM(size);

	BufferHandle h = new BufferHandle(glBufferID, size, this);
	allocatedBuffers.add(h);
	return h;

}
 
Example 7
Source File: TessFont.java    From jaamsim with Apache License 2.0 5 votes vote down vote up
private void setupBuffer(GL2GL3 gl) {
	// Create an OpenGL buffer
	int[] buffs = new int[1];
	gl.glGenBuffers(1, buffs, 0);
	_glVertBuffer = buffs[0];

	_glBufferDirty = true;
}
 
Example 8
Source File: TextureView.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
private static void initStaticBuffers(Renderer r) {
	GL2GL3 gl = r.getGL();

	int[] buffs = new int[3];
	gl.glGenBuffers(3, buffs, 0);
	vertBuff = buffs[0];
	texCoordBuff = buffs[1];
	normalBuff = buffs[2];

	FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates
	verts.put(-0.5f); verts.put(-0.5f); verts.put(0.0f);
	verts.put( 0.5f); verts.put(-0.5f); verts.put(0.0f);
	verts.put( 0.5f); verts.put( 0.5f); verts.put(0.0f);

	verts.put(-0.5f); verts.put(-0.5f); verts.put(0.0f);
	verts.put( 0.5f); verts.put( 0.5f); verts.put(0.0f);
	verts.put(-0.5f); verts.put( 0.5f); verts.put(0.0f);

	verts.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW);

	FloatBuffer texCoords = FloatBuffer.allocate(6*2); // 2 triangles * 2 coordinates

	texCoords.put(0.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(1.0f);

	texCoords.put(0.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(1.0f);
	texCoords.put(0.0f); texCoords.put(1.0f);

	texCoords.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, texCoordBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*2*4, texCoords, GL2GL3.GL_STATIC_DRAW);

	FloatBuffer normals = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates
	for (int i = 0; i < 6; ++i) {
		normals.put(0.0f); normals.put(0.0f); normals.put(1.0f);
	}

	normals.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, normalBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, normals, GL2GL3.GL_STATIC_DRAW);

	// Initialize the shader variables
	progHandle = r.getMeshShader(Renderer.DIFF_TEX_FLAG).getProgramHandle();

	modelViewMatVar = gl.glGetUniformLocation(progHandle, "modelViewMat");
	projMatVar = gl.glGetUniformLocation(progHandle, "projMat");
	normalMatVar = gl.glGetUniformLocation(progHandle, "normalMat");
	bindSpaceMatVar = gl.glGetUniformLocation(progHandle, "bindSpaceMat");
	bindSpaceNorMatVar = gl.glGetUniformLocation(progHandle, "bindSpaceNorMat");
	texVar = gl.glGetUniformLocation(progHandle, "diffuseTex");

	lightDirVar = gl.glGetUniformLocation(progHandle, "lightDir");
	lightIntVar = gl.glGetUniformLocation(progHandle, "lightIntensity");
	numLightsVar = gl.glGetUniformLocation(progHandle, "numLights");

	specColorVar = gl.glGetUniformLocation(progHandle, "specColor");
	ambientColorVar = gl.glGetUniformLocation(progHandle, "ambientColor");
	shininessVar = gl.glGetUniformLocation(progHandle, "shininess");

	cVar = gl.glGetUniformLocation(progHandle, "C");
	fcVar = gl.glGetUniformLocation(progHandle, "FC");

	lightDir[0] = 0;
	lightDir[1] = 0;
	lightDir[2] = -1;

	lightInt[0] = 1;

	staticInit = true;
}
 
Example 9
Source File: OverlayTexture.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
private static void initStaticBuffers(Renderer r) {
	GL2GL3 gl = r.getGL();

	int[] buffs = new int[2];
	gl.glGenBuffers(2, buffs, 0);
	vertBuff = buffs[0];
	texCoordBuff = buffs[1];

	FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates
	verts.put(0.0f); verts.put(0.0f); verts.put(0.0f);
	verts.put(1.0f); verts.put(0.0f); verts.put(0.0f);
	verts.put(1.0f); verts.put(1.0f); verts.put(0.0f);

	verts.put(0.0f); verts.put(0.0f); verts.put(0.0f);
	verts.put(1.0f); verts.put(1.0f); verts.put(0.0f);
	verts.put(0.0f); verts.put(1.0f); verts.put(0.0f);

	verts.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW);

	FloatBuffer texCoords = FloatBuffer.allocate(6*2); // 2 triangles * 2 coordinates

	texCoords.put(0.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(1.0f);

	texCoords.put(0.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(1.0f);
	texCoords.put(0.0f); texCoords.put(1.0f);

	texCoords.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, texCoordBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*2*4, texCoords, GL2GL3.GL_STATIC_DRAW);

	// Initialize the shader variables
	progHandle = r.getShader(Renderer.ShaderHandle.OVERLAY_FLAT).getProgramHandle();

	texVar = gl.glGetUniformLocation(progHandle, "tex");
	hasTexVar = gl.glGetUniformLocation(progHandle, "useTex");
	sizeVar = gl.glGetUniformLocation(progHandle, "size");
	offsetVar = gl.glGetUniformLocation(progHandle, "offset");

	staticInit = true;
}
 
Example 10
Source File: DebugUtils.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
/**
 * Initialize the GL assets needed, this should be called with the shared GL context
 * @param gl
 */
public static void init(Renderer r, GL2GL3 gl) {
	int[] is = new int[3];
	gl.glGenBuffers(3, is, 0);
	_aabbVertBuffer = is[0];
	_boxVertBuffer = is[1];
	_lineVertBuffer = is[2];

	Shader s = r.getShader(ShaderHandle.DEBUG);
	_debugProgHandle = s.getProgramHandle();
	gl.glUseProgram(_debugProgHandle);

	_modelViewMatVar = gl.glGetUniformLocation(_debugProgHandle, "modelViewMat");
	_projMatVar = gl.glGetUniformLocation(_debugProgHandle, "projMat");
	_colorVar = gl.glGetUniformLocation(_debugProgHandle, "color");

	_posVar = gl.glGetAttribLocation(_debugProgHandle, "position");

	_cVar = gl.glGetAttribLocation(_debugProgHandle, "C");
	_fcVar = gl.glGetAttribLocation(_debugProgHandle, "FC");

	// Build up a buffer of vertices for lines in a box
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _aabbVertBuffer);

	FloatBuffer fb = FloatBuffer.allocate(3 * 2 * 12); // 12 line segments
	// Top lines
	app( 1,  1,  1, fb);
	app( 1, -1,  1, fb);

	app( 1, -1,  1, fb);
	app(-1, -1,  1, fb);

	app(-1, -1,  1, fb);
	app(-1,  1,  1, fb);

	app(-1,  1,  1, fb);
	app( 1,  1,  1, fb);

	// Bottom lines
	app( 1,  1, -1, fb);
	app( 1, -1, -1, fb);

	app( 1, -1, -1, fb);
	app(-1, -1, -1, fb);

	app(-1, -1, -1, fb);
	app(-1,  1, -1, fb);

	app(-1,  1, -1, fb);
	app( 1,  1, -1, fb);

	// Side lines
	app( 1,  1,  1, fb);
	app( 1,  1, -1, fb);

	app(-1,  1,  1, fb);
	app(-1,  1, -1, fb);

	app( 1, -1,  1, fb);
	app( 1, -1, -1, fb);

	app(-1, -1,  1, fb);
	app(-1, -1, -1, fb);

	fb.flip();

	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 3 * 2 * 12 * 4, fb, GL2GL3.GL_STATIC_DRAW);
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	// Create a buffer for drawing rectangles
	// Build up a buffer of vertices for lines in a box
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _boxVertBuffer);

	fb = FloatBuffer.allocate(3 * 2 * 4); // 4 line segments

	// lines
	app( 0.5f,  0.5f,  0, fb);
	app( 0.5f, -0.5f,  0, fb);

	app( 0.5f, -0.5f,  0, fb);
	app(-0.5f, -0.5f,  0, fb);

	app(-0.5f, -0.5f,  0, fb);
	app(-0.5f,  0.5f,  0, fb);

	app(-0.5f,  0.5f,  0, fb);
	app( 0.5f,  0.5f,  0, fb);

	fb.flip();

	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 3 * 2 * 4 * 4, fb, GL2GL3.GL_STATIC_DRAW);
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

}
 
Example 11
Source File: HullProto.java    From jaamsim with Apache License 2.0 2 votes vote down vote up
public void render(int contextID, Renderer renderer,
           Mat4d modelViewMat,
           Camera cam) {

	GL2GL3 gl = renderer.getGL();

	Shader s = renderer.getShader(Renderer.ShaderHandle.HULL);

	int progHandle = s.getProgramHandle();
	gl.glUseProgram(progHandle);

	int modelViewMatVar = gl.glGetUniformLocation(progHandle, "modelViewMat");
	int projMatVar = gl.glGetUniformLocation(progHandle, "projMat");

	int cVar = gl.glGetUniformLocation(progHandle, "C");
	int fcVar = gl.glGetUniformLocation(progHandle, "FC");

	int[] is = new int[2];
	gl.glGenBuffers(2, is, 0);
	int vertexBuffer = is[0];
	int indexBuffer = is[1];

	List<Vec3d> verts = _hull.getVertices();
	// Generate the vertex buffer
	FloatBuffer fb = FloatBuffer.allocate(verts.size() * 3); //
	for (Vec3d v : verts) {
		RenderUtils.putPointXYZ(fb, v);
	}
	fb.flip();

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertexBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, verts.size() * 3 * 4, fb, GL2GL3.GL_STATIC_DRAW);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	// Generate the index buffer
	List<ConvexHull.HullFace> faces = _hull.getFaces();

	int numIndices = faces.size() * 3;

	IntBuffer ib = IntBuffer.allocate(faces.size() * 3); //
	for (ConvexHull.HullFace f : faces) {
		ib.put(f.indices, 0 ,3);
	}

	ib.flip();

	gl.glBindBuffer(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
	gl.glBufferData(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, faces.size() * 3 * 4, ib, GL2GL3.GL_STATIC_DRAW);

	gl.glBindBuffer(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, 0);

	if (!_vaoMap.containsKey(contextID)) {
		setupVAO(contextID, renderer, progHandle, vertexBuffer, indexBuffer);
	}

	int vao = _vaoMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(progHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();

	gl.glUniformMatrix4fv(modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform1f(cVar, Camera.C);
	gl.glUniform1f(fcVar, Camera.FC);

	// Actually draw it

	gl.glEnable(GL2GL3.GL_BLEND);
	gl.glEnable(GL2GL3.GL_CULL_FACE);
	gl.glCullFace(GL2GL3.GL_BACK);

	gl.glBlendFunc(GL2GL3.GL_ONE, GL2GL3.GL_ONE_MINUS_SRC_ALPHA);
	gl.glBlendEquation(GL2GL3.GL_FUNC_ADD);

	gl.glDisable(GL2GL3.GL_DEPTH_TEST);

	//gl.glPolygonMode(GL2GL3.GL_FRONT_AND_BACK, GL2GL3.GL_LINE);

	gl.glDrawElements(GL2GL3.GL_TRIANGLES, numIndices, GL2GL3.GL_UNSIGNED_INT, 0);

	//gl.glPolygonMode(GL2GL3.GL_FRONT_AND_BACK, GL2GL3.GL_FILL);

	gl.glEnable(GL2GL3.GL_DEPTH_TEST);

	gl.glDisable(GL2GL3.GL_CULL_FACE);
	gl.glCullFace(GL2GL3.GL_BACK);

	gl.glDisable(GL2GL3.GL_BLEND);

	gl.glBindVertexArray(0);

	gl.glDeleteBuffers(2, is, 0);

}