Java Code Examples for com.jogamp.opengl.GL2GL3#glBufferData()
The following examples show how to use
com.jogamp.opengl.GL2GL3#glBufferData() .
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Example 1
Source File: Polygon.java From jaamsim with Apache License 2.0 | 6 votes |
private void renderOutline(GL2GL3 gl) { // The vertex list is just the closed loop of points if (lineWidth == 0) { return; } gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _vertBuffer); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW); gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); if (!gl.isGLcore()) gl.glLineWidth((float)lineWidth); else gl.glLineWidth(1.0f); gl.glDrawArrays(GL2GL3.GL_LINE_LOOP, 0, _points.size()); gl.glLineWidth(1.0f); }
Example 2
Source File: Polygon.java From jaamsim with Apache License 2.0 | 6 votes |
private void renderFill(GL2GL3 gl) { if (_tessPoints == null) { _tessPoints = SimpleTess.tesselate(_points); fb = FloatBuffer.allocate(3 * _tessPoints.size()); for (Vec3d vert : _tessPoints) { RenderUtils.putPointXYZ(fb, vert); } fb.flip(); } gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _vertBuffer); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW); gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); gl.glDisable(GL2GL3.GL_CULL_FACE); gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, _tessPoints.size()); gl.glEnable(GL2GL3.GL_CULL_FACE); }
Example 3
Source File: TextureView.java From jaamsim with Apache License 2.0 | 6 votes |
private void updateTexCoordBuffer(Renderer renderer) { GL2GL3 gl = renderer.getGL(); int texCoordBuffSize = _texCoords.size()*2*4; _texCoordHandle = renderer.getTexMemManager().allocateBuffer(texCoordBuffSize, gl); int buffID = _texCoordHandle.bind(); FloatBuffer texData = FloatBuffer.allocate(_texCoords.size()*2); for (Vec2d v : _texCoords) { texData.put((float)v.x); texData.put((float)v.y); } texData.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, buffID); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, texCoordBuffSize, texData, GL2GL3.GL_STATIC_DRAW); int texCoordVar = gl.glGetAttribLocation(progHandle, "texCoord"); gl.glEnableVertexAttribArray(texCoordVar); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, buffID); gl.glVertexAttribPointer(texCoordVar, 2, GL2GL3.GL_FLOAT, false, 0, 0); }
Example 4
Source File: Skybox.java From jaamsim with Apache License 2.0 | 5 votes |
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: RenderUtils.java From jaamsim with Apache License 2.0 | 5 votes |
static void nioBuffToGL(GL2GL3 gl, Renderer r, int bufferHandle, int itemSize, Buffer buff) { buff.flip(); int size = buff.limit() * itemSize; gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, bufferHandle); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, size, buff, GL2GL3.GL_STATIC_DRAW); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); r.usingVRAM(size); }
Example 6
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 5 votes |
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 7
Source File: TextureView.java From jaamsim with Apache License 2.0 | 4 votes |
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 8
Source File: OverlayTexture.java From jaamsim with Apache License 2.0 | 4 votes |
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 9
Source File: DebugUtils.java From jaamsim with Apache License 2.0 | 4 votes |
/** * 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 10
Source File: DebugUtils.java From jaamsim with Apache License 2.0 | 4 votes |
public static void renderArmature(int contextID, Renderer renderer, Mat4d modelViewMat, Armature arm, ArrayList<Mat4d> pose, Color4d color, Camera cam) { GL2GL3 gl = renderer.getGL(); if (!_debugVAOMap.containsKey(contextID)) { setupDebugVAO(contextID, renderer); } int vao = _debugVAOMap.get(contextID); gl.glBindVertexArray(vao); gl.glUseProgram(_debugProgHandle); // 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.glUniform4fv(_colorVar, 1, color.toFloats(), 0); gl.glUniform1f(_cVar, Camera.C); gl.glUniform1f(_fcVar, Camera.FC); ArrayList<Armature.Bone> bones = arm.getAllBones(); //Build up the list of bone vertices Vec4d[] vects = new Vec4d[bones.size() * 2]; for (int i = 0; i < bones.size(); ++i) { Armature.Bone b = bones.get(i); Vec4d boneStart = new Vec4d(0, 0, 0, 1); boneStart.mult4(b.getMatrix(), boneStart); Vec4d boneEnd = new Vec4d(0, b.getLength(), 0, 1); boneEnd.mult4(b.getMatrix(), boneEnd); if (pose != null) { // Adjust the bone by the current pose Mat4d poseMat = pose.get(i); boneStart.mult4(poseMat, boneStart); boneEnd.mult4(poseMat, boneEnd); } vects[2*i + 0] = boneStart; vects[2*i + 1] = boneEnd; } // Now push it to the card FloatBuffer fb = FloatBuffer.allocate(vects.length * 3); for (Vec4d v : vects) { RenderUtils.putPointXYZ(fb, v); } fb.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW); gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); gl.glDisable(GL2GL3.GL_DEPTH_TEST); gl.glDrawArrays(GL2GL3.GL_LINES, 0, fb.limit() / 3); gl.glEnable(GL2GL3.GL_DEPTH_TEST); gl.glLineWidth(1.0f); gl.glBindVertexArray(0); }
Example 11
Source File: OverlayPolygon.java From jaamsim with Apache License 2.0 | 2 votes |
@Override public void render(int contextID, Renderer renderer, double windowWidth, double windowHeight, Camera cam, Ray pickRay) { if (!staticInit) { initStaticData(renderer); } GL2GL3 gl = renderer.getGL(); if (!VAOMap.containsKey(contextID)) { setupVAO(contextID, renderer); } int vao = VAOMap.get(contextID); gl.glBindVertexArray(vao); gl.glUseProgram(progHandle); gl.glUniform4fv(colorVar, 1, color.toFloats(), 0); gl.glUniform1i(hasTexVar, 0); // Set the size and offset in normalized (-1, 1) coordinates double scaleX = 2.0 / windowWidth; double scaleY = 2.0 / windowHeight; double pixelWidth = 2.0/windowWidth; double pixelHeight = 2.0/windowHeight; double xOffset = -1.0 + 0.5*pixelWidth; double yOffset = -1.0 + 0.5*pixelHeight; if (originTop) { scaleY *= -1.0; yOffset = 1.0 - 0.5*pixelHeight; } if (originRight) { scaleX *= -1.0; xOffset = 1.0 - 0.5*pixelWidth; } gl.glUniform2f(offsetVar, (float)xOffset, (float)yOffset); gl.glUniform2f(sizeVar, (float)scaleX, (float)scaleY); gl.glEnableVertexAttribArray(posVar); gl.glDisable(GL2GL3.GL_CULL_FACE); // Build up a float buffer to pass to GL gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, glBuff); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, pointsBuffer.limit() * 4, pointsBuffer, GL2GL3.GL_STATIC_DRAW); gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); gl.glDrawArrays(GL2GL3.GL_TRIANGLE_FAN, 0, pointsBuffer.limit() / 2); gl.glEnable(GL2GL3.GL_CULL_FACE); gl.glBindVertexArray(0); }
Example 12
Source File: HullProto.java From jaamsim with Apache License 2.0 | 2 votes |
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); }
Example 13
Source File: OverlayLine.java From jaamsim with Apache License 2.0 | 2 votes |
@Override public void render(int contextID, Renderer renderer, double windowWidth, double windowHeight, Camera cam, Ray pickRay) { if (!staticInit) { initStaticData(renderer); } GL2GL3 gl = renderer.getGL(); if (!VAOMap.containsKey(contextID)) { setupVAO(contextID, renderer); } int vao = VAOMap.get(contextID); gl.glBindVertexArray(vao); gl.glUseProgram(progHandle); gl.glUniform4fv(colorVar, 1, color.toFloats(), 0); gl.glUniform1i(hasTexVar, 0); // Set the size and offset in normalized (-1, 1) coordinates double scaleX = 2.0 / windowWidth; double scaleY = 2.0 / windowHeight; double pixelWidth = 2.0/windowWidth; double pixelHeight = 2.0/windowHeight; double xOffset = -1.0 + 0.5*pixelWidth; double yOffset = -1.0 + 0.5*pixelHeight; if (originTop) { scaleY *= -1.0; yOffset = 1.0 - 0.5*pixelHeight; } if (originRight) { scaleX *= -1.0; xOffset = 1.0 - 0.5*pixelWidth; } gl.glUniform2f(offsetVar, (float)xOffset, (float)yOffset); gl.glUniform2f(sizeVar, (float)scaleX, (float)scaleY); gl.glEnableVertexAttribArray(posVar); gl.glDisable(GL2GL3.GL_CULL_FACE); if (!gl.isGLcore()) gl.glLineWidth((float)lineWidth); else gl.glLineWidth(1.0f); // Build up a float buffer to pass to GL gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, lineGLBuff); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, lineBuffer.limit() * 4, lineBuffer, GL2GL3.GL_STATIC_DRAW); gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); gl.glDrawArrays(GL2GL3.GL_LINES, 0, lineBuffer.limit() / 2); gl.glLineWidth(1.0f); gl.glEnable(GL2GL3.GL_CULL_FACE); gl.glBindVertexArray(0); }
Example 14
Source File: DebugUtils.java From jaamsim with Apache License 2.0 | 2 votes |
/** * Render a number of lines segments from the points provided * @param vaoMap * @param renderer * @param lineSegments - pairs of discontinuous line start and end points * @param color * @param cam */ public static void renderLine(int contextID, Renderer renderer, FloatBuffer lineSegments, float[] color, double lineWidth, Camera cam) { GL2GL3 gl = renderer.getGL(); if (!_debugVAOMap.containsKey(contextID)) { setupDebugVAO(contextID, renderer); } int vao = _debugVAOMap.get(contextID); gl.glBindVertexArray(vao); gl.glUseProgram(_debugProgHandle); // Setup uniforms for this object Mat4d projMat = cam.getProjMat4d(); Mat4d modelViewMat = new Mat4d(); cam.getViewMat4d(modelViewMat); gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0); gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0); gl.glUniform4fv(_colorVar, 1, color, 0); gl.glUniform1f(_cVar, Camera.C); gl.glUniform1f(_fcVar, Camera.FC); if (!gl.isGLcore()) gl.glLineWidth((float)lineWidth); else gl.glLineWidth(1.0f); // Build up a float buffer to pass to GL gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, lineSegments.limit() * 4, lineSegments, GL2GL3.GL_STATIC_DRAW); gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); gl.glDrawArrays(GL2GL3.GL_LINES, 0, lineSegments.limit() / 3); gl.glLineWidth(1.0f); gl.glBindVertexArray(0); }
Example 15
Source File: DebugUtils.java From jaamsim with Apache License 2.0 | 2 votes |
/** * Render a list of points * @param vaoMap * @param renderer * @param points * @param color * @param pointWidth * @param cam */ public static void renderPoints(int contextID, Renderer renderer, FloatBuffer points, float[] color, double pointWidth, Camera cam) { GL2GL3 gl = renderer.getGL(); if (!_debugVAOMap.containsKey(contextID)) { setupDebugVAO(contextID, renderer); } int vao = _debugVAOMap.get(contextID); gl.glBindVertexArray(vao); gl.glUseProgram(_debugProgHandle); // Setup uniforms for this object Mat4d projMat = cam.getProjMat4d(); Mat4d modelViewMat = new Mat4d(); cam.getViewMat4d(modelViewMat); gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0); gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0); gl.glUniform4fv(_colorVar, 1, color, 0); gl.glUniform1f(_cVar, Camera.C); gl.glUniform1f(_fcVar, Camera.FC); gl.glPointSize((float)pointWidth); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, points.limit() * 4, points, GL2GL3.GL_STATIC_DRAW); gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); gl.glDrawArrays(GL2GL3.GL_POINTS, 0, points.limit() / 3); gl.glPointSize(1.0f); gl.glBindVertexArray(0); }