Java Code Examples for org.lwjgl.system.MemoryUtil#memFree()

The following examples show how to use org.lwjgl.system.MemoryUtil#memFree() . 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: Hud.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
public void cleanup() {
    nvgDelete(vg);
    if (posx != null) {
        MemoryUtil.memFree(posx);
    }
    if (posy != null) {
        MemoryUtil.memFree(posy);
    }
}
 
Example 2
Source File: InstancedMesh.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
@Override
public void cleanUp() {
    super.cleanUp();
    if (this.modelViewBuffer != null) {
        MemoryUtil.memFree(this.modelViewBuffer);
        this.modelViewBuffer = null;
    }
    if (this.modelLightViewBuffer != null) {
        MemoryUtil.memFree(this.modelLightViewBuffer);
        this.modelLightViewBuffer = null;
    }
}
 
Example 3
Source File: InstancedMesh.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
@Override
public void cleanUp() {
    super.cleanUp();
    if (this.instanceDataBuffer != null) {
        MemoryUtil.memFree(this.instanceDataBuffer);
        this.instanceDataBuffer = null;
    }
}
 
Example 4
Source File: InstancedMesh.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
@Override
public void cleanUp() {
    super.cleanUp();
    if (this.instanceDataBuffer != null) {
        MemoryUtil.memFree(this.instanceDataBuffer);
        this.instanceDataBuffer = null;
    }
}
 
Example 5
Source File: Hud.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
public void cleanup() {
    nvgDelete(vg);
    if (posx != null) {
        MemoryUtil.memFree(posx);
    }
    if (posy != null) {
        MemoryUtil.memFree(posy);
    }
}
 
Example 6
Source File: InstancedMesh.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
@Override
public void cleanUp() {
    super.cleanUp();
    if (this.instanceDataBuffer != null) {
        MemoryUtil.memFree(this.instanceDataBuffer);
        this.instanceDataBuffer = null;
    }
}
 
Example 7
Source File: Hud.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
public void cleanup() {
    nvgDelete(vg);
    if (posx != null) {
        MemoryUtil.memFree(posx);
    }
    if (posy != null) {
        MemoryUtil.memFree(posy);
    }
}
 
Example 8
Source File: Hud.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
public void cleanup() {
    nvgDelete(vg);
    if (posx != null) {
        MemoryUtil.memFree(posx);
    }
    if (posy != null) {
        MemoryUtil.memFree(posy);
    }
}
 
Example 9
Source File: Hud.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
public void cleanup() {
    nvgDelete(vg);
    if (posx != null) {
        MemoryUtil.memFree(posx);
    }
    if (posy != null) {
        MemoryUtil.memFree(posy);
    }
}
 
Example 10
Source File: InstancedMesh.java    From lwjglbook with Apache License 2.0 5 votes vote down vote up
@Override
public void cleanUp() {
    super.cleanUp();
    if (this.instanceDataBuffer != null) {
        MemoryUtil.memFree(this.instanceDataBuffer);
        this.instanceDataBuffer = null;
    }
}
 
Example 11
Source File: Mesh.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices, int[] jointIndices, float[] weights) {
    FloatBuffer posBuffer = null;
    FloatBuffer textCoordsBuffer = null;
    FloatBuffer vecNormalsBuffer = null;
    FloatBuffer weightsBuffer = null;
    IntBuffer jointIndicesBuffer = null;
    IntBuffer indicesBuffer = null;
    try {
        vertexCount = indices.length;
        vboIdList = new ArrayList<>();

        vaoId = glGenVertexArrays();
        glBindVertexArray(vaoId);

        // Position VBO
        int vboId = glGenBuffers();
        vboIdList.add(vboId);
        posBuffer = MemoryUtil.memAllocFloat(positions.length);
        posBuffer.put(positions).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, posBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);

        // Texture coordinates VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        textCoordsBuffer = MemoryUtil.memAllocFloat(textCoords.length);
        textCoordsBuffer.put(textCoords).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, textCoordsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);

        // Vertex normals VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        vecNormalsBuffer = MemoryUtil.memAllocFloat(normals.length);
        if (vecNormalsBuffer.capacity() > 0) {
            vecNormalsBuffer.put(normals).flip();
        } else {
            // Create empty structure
            vecNormalsBuffer = MemoryUtil.memAllocFloat(positions.length);
        }
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, vecNormalsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 3, GL_FLOAT, false, 0, 0);

        // Weights
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        weightsBuffer = MemoryUtil.memAllocFloat(weights.length);
        weightsBuffer.put(weights).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, weightsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(3);
        glVertexAttribPointer(3, 4, GL_FLOAT, false, 0, 0);

        // Joint indices
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        jointIndicesBuffer = MemoryUtil.memAllocInt(jointIndices.length);
        jointIndicesBuffer.put(jointIndices).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, jointIndicesBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(4);
        glVertexAttribPointer(4, 4, GL_FLOAT, false, 0, 0);

        // Index VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        indicesBuffer = MemoryUtil.memAllocInt(indices.length);
        indicesBuffer.put(indices).flip();
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);

        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    } finally {
        if (posBuffer != null) {
            MemoryUtil.memFree(posBuffer);
        }
        if (textCoordsBuffer != null) {
            MemoryUtil.memFree(textCoordsBuffer);
        }
        if (vecNormalsBuffer != null) {
            MemoryUtil.memFree(vecNormalsBuffer);
        }
        if (weightsBuffer != null) {
            MemoryUtil.memFree(weightsBuffer);
        }
        if (jointIndicesBuffer != null) {
            MemoryUtil.memFree(jointIndicesBuffer);
        }
        if (indicesBuffer != null) {
            MemoryUtil.memFree(indicesBuffer);
        }
    }
}
 
Example 12
Source File: SoundBuffer.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public void cleanup() {
    alDeleteBuffers(this.bufferId);
    if (pcm != null) {
        MemoryUtil.memFree(pcm);
    }
}
 
Example 13
Source File: Mesh.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
    FloatBuffer posBuffer = null;
    FloatBuffer textCoordsBuffer = null;
    FloatBuffer vecNormalsBuffer = null;
    IntBuffer indicesBuffer = null;
    try {
        vertexCount = indices.length;
        vboIdList = new ArrayList<>();

        vaoId = glGenVertexArrays();
        glBindVertexArray(vaoId);

        // Position VBO
        int vboId = glGenBuffers();
        vboIdList.add(vboId);
        posBuffer = MemoryUtil.memAllocFloat(positions.length);
        posBuffer.put(positions).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, posBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);

        // Texture coordinates VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        textCoordsBuffer = MemoryUtil.memAllocFloat(textCoords.length);
        textCoordsBuffer.put(textCoords).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, textCoordsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);

        // Vertex normals VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        vecNormalsBuffer = MemoryUtil.memAllocFloat(normals.length);
        vecNormalsBuffer.put(normals).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, vecNormalsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 3, GL_FLOAT, false, 0, 0);

        // Index VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        indicesBuffer = MemoryUtil.memAllocInt(indices.length);
        indicesBuffer.put(indices).flip();
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);

        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    } finally {
        if (posBuffer != null) {
            MemoryUtil.memFree(posBuffer);
        }
        if (textCoordsBuffer != null) {
            MemoryUtil.memFree(textCoordsBuffer);
        }
        if (vecNormalsBuffer != null) {
            MemoryUtil.memFree(vecNormalsBuffer);
        }
        if (indicesBuffer != null) {
            MemoryUtil.memFree(indicesBuffer);
        }
    }
}
 
Example 14
Source File: Mesh.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
    FloatBuffer posBuffer = null;
    FloatBuffer textCoordsBuffer = null;
    FloatBuffer vecNormalsBuffer = null;
    IntBuffer indicesBuffer = null;
    try {
        vertexCount = indices.length;
        vboIdList = new ArrayList<>();

        vaoId = glGenVertexArrays();
        glBindVertexArray(vaoId);

        // Position VBO
        int vboId = glGenBuffers();
        vboIdList.add(vboId);
        posBuffer = MemoryUtil.memAllocFloat(positions.length);
        posBuffer.put(positions).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, posBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);

        // Texture coordinates VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        textCoordsBuffer = MemoryUtil.memAllocFloat(textCoords.length);
        textCoordsBuffer.put(textCoords).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, textCoordsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);

        // Vertex normals VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        vecNormalsBuffer = MemoryUtil.memAllocFloat(normals.length);
        if (vecNormalsBuffer.capacity() > 0) {
            vecNormalsBuffer.put(normals).flip();
        } else {
            // Create empty structure
            vecNormalsBuffer = MemoryUtil.memAllocFloat(positions.length);
        }
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, vecNormalsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 3, GL_FLOAT, false, 0, 0);

        // Index VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        indicesBuffer = MemoryUtil.memAllocInt(indices.length);
        indicesBuffer.put(indices).flip();
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);

        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    } finally {
        if (posBuffer != null) {
            MemoryUtil.memFree(posBuffer);
        }
        if (textCoordsBuffer != null) {
            MemoryUtil.memFree(textCoordsBuffer);
        }
        if (vecNormalsBuffer != null) {
            MemoryUtil.memFree(vecNormalsBuffer);
        }
        if (indicesBuffer != null) {
            MemoryUtil.memFree(indicesBuffer);
        }
    }
}
 
Example 15
Source File: Mesh.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
    FloatBuffer posBuffer = null;
    FloatBuffer textCoordsBuffer = null;
    FloatBuffer vecNormalsBuffer = null;
    IntBuffer indicesBuffer = null;
    try {
        vertexCount = indices.length;
        vboIdList = new ArrayList<>();

        vaoId = glGenVertexArrays();
        glBindVertexArray(vaoId);

        // Position VBO
        int vboId = glGenBuffers();
        vboIdList.add(vboId);
        posBuffer = MemoryUtil.memAllocFloat(positions.length);
        posBuffer.put(positions).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, posBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);

        // Texture coordinates VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        textCoordsBuffer = MemoryUtil.memAllocFloat(textCoords.length);
        textCoordsBuffer.put(textCoords).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, textCoordsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);

        // Vertex normals VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        vecNormalsBuffer = MemoryUtil.memAllocFloat(normals.length);
        if (vecNormalsBuffer.capacity() > 0) {
            vecNormalsBuffer.put(normals).flip();
        } else {
            // Create empty structure
            vecNormalsBuffer = MemoryUtil.memAllocFloat(positions.length);
        }
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, vecNormalsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 3, GL_FLOAT, false, 0, 0);

        // Index VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        indicesBuffer = MemoryUtil.memAllocInt(indices.length);
        indicesBuffer.put(indices).flip();
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);

        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    } finally {
        if (posBuffer != null) {
            MemoryUtil.memFree(posBuffer);
        }
        if (textCoordsBuffer != null) {
            MemoryUtil.memFree(textCoordsBuffer);
        }
        if (vecNormalsBuffer != null) {
            MemoryUtil.memFree(vecNormalsBuffer);
        }
        if (indicesBuffer != null) {
            MemoryUtil.memFree(indicesBuffer);
        }
    }
}
 
Example 16
Source File: SoundBuffer.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public void cleanup() {
    alDeleteBuffers(this.bufferId);
    if (pcm != null) {
        MemoryUtil.memFree(pcm);
    }
}
 
Example 17
Source File: SoundBuffer.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public void cleanup() {
    alDeleteBuffers(this.bufferId);
    if (pcm != null) {
        MemoryUtil.memFree(pcm);
    }
}
 
Example 18
Source File: SoundBuffer.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public void cleanup() {
    alDeleteBuffers(this.bufferId);
    if (pcm != null) {
        MemoryUtil.memFree(pcm);
    }
}
 
Example 19
Source File: Mesh.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
    FloatBuffer posBuffer = null;
    FloatBuffer textCoordsBuffer = null;
    FloatBuffer vecNormalsBuffer = null;
    IntBuffer indicesBuffer = null;
    try {
        colour = Mesh.DEFAULT_COLOUR;
        vertexCount = indices.length;
        vboIdList = new ArrayList<>();

        vaoId = glGenVertexArrays();
        glBindVertexArray(vaoId);

        // Position VBO
        int vboId = glGenBuffers();
        vboIdList.add(vboId);
        posBuffer = MemoryUtil.memAllocFloat(positions.length);
        posBuffer.put(positions).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, posBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);

        // Texture coordinates VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        textCoordsBuffer = MemoryUtil.memAllocFloat(textCoords.length);
        textCoordsBuffer.put(textCoords).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, textCoordsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);

        // Vertex normals VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        vecNormalsBuffer = MemoryUtil.memAllocFloat(normals.length);
        vecNormalsBuffer.put(normals).flip();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, vecNormalsBuffer, GL_STATIC_DRAW);
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 3, GL_FLOAT, false, 0, 0);

        // Index VBO
        vboId = glGenBuffers();
        vboIdList.add(vboId);
        indicesBuffer = MemoryUtil.memAllocInt(indices.length);
        indicesBuffer.put(indices).flip();
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);

        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    } finally {
        if (posBuffer != null) {
            MemoryUtil.memFree(posBuffer);
        }
        if (textCoordsBuffer != null) {
            MemoryUtil.memFree(textCoordsBuffer);
        }
        if (vecNormalsBuffer != null) {
            MemoryUtil.memFree(vecNormalsBuffer);
        }
        if (indicesBuffer != null) {
            MemoryUtil.memFree(indicesBuffer);
        }
    }
}
 
Example 20
Source File: Renderer.java    From lwjglbook with Apache License 2.0 4 votes vote down vote up
public void init() throws Exception {
    shaderProgram = new ShaderProgram();
    shaderProgram.createVertexShader(Utils.loadResource("/vertex.vs"));
    shaderProgram.createFragmentShader(Utils.loadResource("/fragment.fs"));
    shaderProgram.link();

    float[] vertices = new float[]{
            0.0f, 0.5f, 0.0f,
            -0.5f, -0.5f, 0.0f,
            0.5f, -0.5f, 0.0f
    };

    FloatBuffer verticesBuffer = null;
    try {
        verticesBuffer = MemoryUtil.memAllocFloat(vertices.length);
        verticesBuffer.put(vertices).flip();

        // Create the VAO and bind to it
        vaoId = glGenVertexArrays();
        glBindVertexArray(vaoId);

        // Create the VBO and bint to it
        vboId = glGenBuffers();
        glBindBuffer(GL_ARRAY_BUFFER, vboId);
        glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW);
        // Enable location 0
        glEnableVertexAttribArray(0);
        // Define structure of the data
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);

        // Unbind the VBO
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        // Unbind the VAO
        glBindVertexArray(0);
    } finally {
        if (verticesBuffer != null) {
            MemoryUtil.memFree(verticesBuffer);
        }
    }
}