Java Code Examples for org.lwjgl.opengl.GL15#glGenBuffers()
The following examples show how to use
org.lwjgl.opengl.GL15#glGenBuffers() .
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Example 1
Source File: VBORenderType.java From CodeChickenLib with GNU Lesser General Public License v2.1 | 6 votes |
/** * Can be called runtime to have the Buffer rebuilt, * doing so has very limited applications and is not recommended. */ public void rebuild() { if (bufferId == -1) { bufferId = GL15.glGenBuffers(); } BufferBuilder builder = new BufferBuilder(getBufferSize()); builder.begin(getDrawMode(), getVertexFormat()); factory.accept(getVertexFormat(), builder); builder.finishDrawing(); Pair<BufferBuilder.DrawState, ByteBuffer> pair = builder.getNextBuffer(); ByteBuffer buffer = pair.getSecond(); count = buffer.remaining() / getVertexFormat().getSize(); GL15.glBindBuffer(GL_ARRAY_BUFFER, bufferId); GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW); GL15.glBindBuffer(GL_ARRAY_BUFFER, 0); }
Example 2
Source File: GL33Helper.java From ldparteditor with MIT License | 6 votes |
public static void drawTriangleVAO_GeneralSlow(float[] vertices) { int VAO_general = GL30.glGenVertexArrays(); int VBO_general = GL15.glGenBuffers(); GL30.glBindVertexArray(VAO_general); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(VAO_general); GL15.glDeleteBuffers(VBO_general); }
Example 3
Source File: DesktopComputeJobManager.java From graphicsfuzz with Apache License 2.0 | 6 votes |
@Override public void prepareEnvironment(JsonObject environmentJson) { final JsonObject bufferJson = environmentJson.get("buffer").getAsJsonObject(); final int bufferBinding = bufferJson.get("binding").getAsInt(); final int[] bufferInput = UniformSetter.getIntArray(bufferJson.get("input").getAsJsonArray()); final IntBuffer intBufferData = BufferUtils.createIntBuffer(bufferInput.length); intBufferData.put(bufferInput); intBufferData.flip(); shaderStorageBufferObject = GL15.glGenBuffers(); checkError(); GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, shaderStorageBufferObject); checkError(); GL15.glBufferData(GL43.GL_SHADER_STORAGE_BUFFER, intBufferData, GL15.GL_STATIC_DRAW); checkError(); GL30.glBindBufferBase(GL43.GL_SHADER_STORAGE_BUFFER, bufferBinding, shaderStorageBufferObject); checkError(); numGroups = UniformSetter.getIntArray(environmentJson.get("num_groups").getAsJsonArray()); }
Example 4
Source File: GL33Helper.java From ldparteditor with MIT License | 6 votes |
public static void drawTrianglesIndexedRGB_GeneralSlow(float[] vertices, int[] indices) { int VBO_general = GL15.glGenBuffers(); int EBO_general = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO_general); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, indices.length, GL11.GL_UNSIGNED_INT, 0); GL15.glDeleteBuffers(VBO_general); GL15.glDeleteBuffers(EBO_general); }
Example 5
Source File: CurveRenderState.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Draw a curve to the screen that's tinted with `color`. The first time * this is called this caches the image result of the curve and on subsequent * runs it just draws the cached copy to the screen. * @param color tint of the curve * @param borderColor the curve border color * @param t the point up to which the curve should be drawn (in the interval [0, 1]) */ public void draw(Color color, Color borderColor, float t) { t = Utils.clamp(t, 0.0f, 1.0f); // create curve geometry and store it on the GPU if (vboID == -1) { vboID = GL15.glGenBuffers(); createVertexBuffer(vboID); } int drawUpTo = (int) (t * (curve.length - 1)); this.renderCurve(color, borderColor, drawUpTo); }
Example 6
Source File: Rendertarget.java From opsu-dance with GNU General Public License v3.0 | 5 votes |
/** * Create a new FBO. * @param width the width * @param height the height */ private Rendertarget(int width, int height) { this.width = width; this.height = height; fboID = EXTFramebufferObject.glGenFramebuffersEXT(); vboID = GL15.glGenBuffers(); textureID = GL11.glGenTextures(); depthBufferID = EXTFramebufferObject.glGenRenderbuffersEXT(); }
Example 7
Source File: Mesh.java From mars-sim with GNU General Public License v3.0 | 5 votes |
public void create() { vao = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vao); FloatBuffer positionBuffer = MemoryUtil.memAllocFloat(vertices.length * 3); float[] positionData = new float[vertices.length * 3]; for (int i = 0; i < vertices.length; i++) { positionData[i * 3] = vertices[i].getPosition().getX(); positionData[i * 3 + 1] = vertices[i].getPosition().getY(); positionData[i * 3 + 2] = vertices[i].getPosition().getZ(); } positionBuffer.put(positionData).flip(); pbo = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, pbo); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, positionBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); IntBuffer indicesBuffer = MemoryUtil.memAllocInt(indices.length); indicesBuffer.put(indices).flip(); ibo = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); }
Example 8
Source File: Rendertarget.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Create a new FBO. * @param width the width * @param height the height */ private Rendertarget(int width, int height) { this.width = width; this.height = height; fboID = EXTFramebufferObject.glGenFramebuffersEXT(); vboID = GL15.glGenBuffers(); textureID = GL11.glGenTextures(); depthBufferID = EXTFramebufferObject.glGenRenderbuffersEXT(); }
Example 9
Source File: GL33Helper.java From ldparteditor with MIT License | 5 votes |
public static void drawTriangle_GeneralSlow(float[] vertices) { int VBO_general = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3); GL15.glDeleteBuffers(VBO_general); }
Example 10
Source File: GL33Helper.java From ldparteditor with MIT License | 5 votes |
public static void drawTrianglesIndexedTextured_GeneralSlow(float[] vertices, int[] indices) { int VAO_general = GL30.glGenVertexArrays(); int VBO_general = GL15.glGenBuffers(); int EBO_general = GL15.glGenBuffers(); GL30.glBindVertexArray(VAO_general); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO_general); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_STATIC_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_UV_STRIDE, 0); GL20.glEnableVertexAttribArray(TEX_NORMAL_SHADER_LOCATION); GL20.glVertexAttribPointer(TEX_NORMAL_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_UV_STRIDE, 12); // 3 * 4 GL20.glEnableVertexAttribArray(TEX_COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(TEX_COLOUR_SHADER_LOCATION, 4, GL11.GL_FLOAT, false, RGB_UV_STRIDE, 24); GL20.glEnableVertexAttribArray(UV_SHADER_LOCATION); GL20.glVertexAttribPointer(UV_SHADER_LOCATION, 2, GL11.GL_FLOAT, false, RGB_UV_STRIDE, 40); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, indices.length, GL11.GL_UNSIGNED_INT, 0); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(VAO_general); GL15.glDeleteBuffers(VBO_general); GL15.glDeleteBuffers(EBO_general); }
Example 11
Source File: GL33HelperPrimitives.java From ldparteditor with MIT License | 4 votes |
public static void createVBO_PrimitiveArea() { VBO_triangle = GL15.glGenBuffers(); EBO_triangle = GL15.glGenBuffers(); VBO_quad = GL15.glGenBuffers(); EBO_quad = GL15.glGenBuffers(); VBO_line = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_quad); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, new float[48], GL15.GL_DYNAMIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO_quad); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, new int[12], GL15.GL_DYNAMIC_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_triangle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, new float[36], GL15.GL_DYNAMIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO_triangle); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, new int[6], GL15.GL_DYNAMIC_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_line); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, new float[12], GL15.GL_DYNAMIC_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
Example 12
Source File: LWJGL15DrawContext.java From settlers-remake with MIT License | 4 votes |
GeometryHandle allocateVBO(EGeometryFormatType type, String name) { int vbo = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo); return lastGeometry = new GeometryHandle(this, vbo, 0, type); }
Example 13
Source File: BufferHelper.java From OpenModsLib with MIT License | 4 votes |
@Override public int glGenBuffers() { return GL15.glGenBuffers(); }
Example 14
Source File: GL33Helper.java From ldparteditor with MIT License | 4 votes |
public void createVBO() { VBO_general = GL15.glGenBuffers(); EBO_general = GL15.glGenBuffers(); }
Example 15
Source File: vboWithIndices.java From ldparteditor with MIT License | 4 votes |
@Override public void init() { Matrix4f.setIdentity(viewport); shaderProgram = new GLShader("primitive.vert", "primitive.frag"); //$NON-NLS-1$ //$NON-NLS-2$ shaderProgram.use(); GL11.glClearDepth(1.0f); GL11.glClearColor(View.primitive_background_Colour_r[0], View.primitive_background_Colour_g[0], View.primitive_background_Colour_b[0], 1.0f); new Thread(new Runnable() { @Override public void run() { while (isRendering.get()) { final float zoom = cp.getZoom(); final Matrix4f viewport_translation = cp.getTranslation(); final float STEP = 22f * zoom * View.PIXEL_PER_LDU; cp.setRotationWidth(STEP); Matrix4f viewport_transform = new Matrix4f(); Matrix4f.setIdentity(viewport_transform); Matrix4f.scale(new Vector3f(zoom, zoom, zoom), viewport_transform, viewport_transform); Matrix4f.mul(viewport_transform, viewport_translation, viewport_transform); cp.setViewport(viewport_transform); viewport = viewport_transform; try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } } } }).start(); // Set up vertex data (and buffer(s)) and attribute pointers float[] vertices = new float[]{ 0.5f, 0.5f, 0.0f, // Top Right 0.5f, -0.5f, 0.0f, // Bottom Right -0.5f, -0.5f, 0.0f, // Bottom Left -0.5f, 0.5f, 0.0f // Top Left }; int[] indices = new int[]{ // Note that we start from 0! 0, 1, 3, // First Triangle 1, 2, 3 // Second Triangle }; VAO = GL30.glGenVertexArrays(); VBO = GL15.glGenBuffers(); EBO = GL15.glGenBuffers(); // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s). GL30.glBindVertexArray(VAO); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_STATIC_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, 3 * 4, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind GL30.glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO }
Example 16
Source File: vboWithRGBA.java From ldparteditor with MIT License | 4 votes |
@Override public void init() { Matrix4f.setIdentity(viewport); shaderProgram = new GLShader("primitive.vert", "primitive.frag"); //$NON-NLS-1$ //$NON-NLS-2$ shaderProgram.use(); GL11.glClearDepth(1.0f); GL11.glClearColor(View.primitive_background_Colour_r[0], View.primitive_background_Colour_g[0], View.primitive_background_Colour_b[0], 1.0f); // Set up vertex data (and buffer(s)) and attribute pointers float[] vertices = new float[]{ 0.5f, 0.5f, 0.0f, // Top Right 0.0f, 0.0f, 1.0f, // Normal 1.0f, 0.0f, 0.0f, 1.0f, // Colour 0.5f, -0.5f, 0.0f, // Bottom Right 0.0f, 0.0f, 1.0f, // Normal 0.0f, 1.0f, 0.0f, 1.0f, // Colour -0.5f, -0.5f, 0.0f, // Bottom Left 0.0f, 0.0f, 1.0f, // Normal 0.0f, 0.0f, 1.0f, 1.0f, // Colour }; VAO = GL30.glGenVertexArrays(); VBO = GL15.glGenBuffers(); // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s). GL30.glBindVertexArray(VAO); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STATIC_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, (3 + 3 + 4) * 4, 0); GL20.glEnableVertexAttribArray(NORMAL_SHADER_LOCATION); GL20.glVertexAttribPointer(NORMAL_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, (3 + 3 + 4) * 4, 3 * 4); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 4, GL11.GL_FLOAT, false, (3 + 3 + 4) * 4, (3 + 3) * 4); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind GL30.glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO }
Example 17
Source File: OpenGL3_TheQuadTextured.java From ldparteditor with MIT License | 4 votes |
private void setupQuad() { // We'll define our quad using 4 vertices of the custom 'TexturedVertex' class TexturedVertex v0 = new TexturedVertex(); v0.setXYZ(-0.5f, 0.5f, 0); v0.setRGB(1, 0, 0); v0.setST(0, 0); TexturedVertex v1 = new TexturedVertex(); v1.setXYZ(-0.5f, -0.5f, 0); v1.setRGB(0, 1, 0); v1.setST(0, 1); TexturedVertex v2 = new TexturedVertex(); v2.setXYZ(0.5f, -0.5f, 0); v2.setRGB(0, 0, 1); v2.setST(1, 1); TexturedVertex v3 = new TexturedVertex(); v3.setXYZ(0.5f, 0.5f, 0); v3.setRGB(1, 1, 1); v3.setST(1, 0); TexturedVertex[] vertices = new TexturedVertex[] {v0, v1, v2, v3}; // Put each 'Vertex' in one FloatBuffer FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length * TexturedVertex.elementCount); for (int i = 0; i < vertices.length; i++) { // Add position, color and texture floats to the buffer verticesBuffer.put(vertices[i].getElements()); } verticesBuffer.flip(); // OpenGL expects to draw vertices in counter clockwise order by default byte[] indices = { 0, 1, 2, 2, 3, 0 }; indicesCount = indices.length; ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); // Create a new Vertex Array Object in memory and select it (bind) vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); // Create a new Vertex Buffer Object in memory and select it (bind) vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, TexturedVertex.positionElementCount, GL11.GL_FLOAT, false, TexturedVertex.stride, TexturedVertex.positionByteOffset); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, TexturedVertex.colorElementCount, GL11.GL_FLOAT, false, TexturedVertex.stride, TexturedVertex.colorByteOffset); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(2, TexturedVertex.textureElementCount, GL11.GL_FLOAT, false, TexturedVertex.stride, TexturedVertex.textureByteOffset); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Deselect (bind to 0) the VAO GL30.glBindVertexArray(0); // Create a new VBO for the indices and select it (bind) - INDICES vboiId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); this.exitOnGLError("setupQuad"); }
Example 18
Source File: Vbo.java From OpenGL-Animation with The Unlicense | 4 votes |
public static Vbo create(int type){ int id = GL15.glGenBuffers(); return new Vbo(id, type); }
Example 19
Source File: Vbo.java From LowPolyWater with The Unlicense | 4 votes |
public static Vbo create(int type, int usage){ int id = GL15.glGenBuffers(); return new Vbo(id, type, usage); }
Example 20
Source File: GearGL33.java From ldparteditor with MIT License | 3 votes |
public void draw(GLMatrixStack stack, GLShader shader, float x, float y, float z, float r, float g, float b) { final GLShader backup = stack.getShader(); stack.setShader(shader); shader.use(); stack.glPushMatrix(); stack.glLoadIdentity(); stack.glTranslatef(x, y, z); final int colour = shader.getUniformLocation("color"); //$NON-NLS-1$ GL20.glUniform3f(colour, r, g, b); final int VBO = GL15.glGenBuffers(); final int EBO = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, bvertices, GL15.GL_STREAM_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, bindices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(0); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, bindices.capacity(), GL11.GL_UNSIGNED_INT, 0); GL15.glDeleteBuffers(VBO); GL15.glDeleteBuffers(EBO); stack.setShader(backup); backup.use(); stack.glPopMatrix(); }