Java Code Examples for com.jogamp.opengl.GL4#glBindVertexBuffer()
The following examples show how to use
com.jogamp.opengl.GL4#glBindVertexBuffer() .
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Example 1
Source File: Gl_430_draw_vertex_attrib_binding.java From jogl-samples with MIT License | 6 votes |
private boolean initVertexArray(GL4 gl4) { gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { gl4.glVertexAttribBinding(Semantic.Attr.POSITION, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0); gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE); } gl4.glBindVertexArray(0); return true; }
Example 2
Source File: Gl_430_program_compute_variable_group_size.java From jogl-samples with MIT License | 6 votes |
private boolean initVertexArray(GL4 gl4) { gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { int bindingIndex = 0; gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0); gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE); gl4.glVertexAttribBinding(Semantic.Attr.POSITION, bindingIndex); gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, bindingIndex); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl4.glBindVertexBuffer(bindingIndex, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); } gl4.glBindVertexArray(0); return true; }
Example 3
Source File: Gl_450_clip_control.java From jogl-samples with MIT License | 6 votes |
private boolean initVertexArray(GL4 gl4) { boolean validated = true; gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { gl4.glVertexAttribBinding(Semantic.Attr.POSITION, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0); gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, glf.Vertex_v2fv2f.SIZE); } gl4.glBindVertexArray(0); return validated; }
Example 4
Source File: Gl_450_query_statistics_arb.java From jogl-samples with MIT License | 6 votes |
private boolean initVertexArray(GL4 gl4) { boolean validated = true; gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { gl4.glVertexAttribBinding(Semantic.Attr.POSITION, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0); gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBindVertexBuffer(0, bufferName.get(Buffer.VERTEX), 0, glf.Vertex_v2fv2f.SIZE); } gl4.glBindVertexArray(0); return validated; }
Example 5
Source File: Gl_450_texture_derivative.java From jogl-samples with MIT License | 6 votes |
private boolean initVertexArray(GL4 gl4) { boolean validated = true; gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { gl4.glVertexAttribBinding(Semantic.Attr.POSITION, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0); gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, glf.Vertex_v2fv2f.SIZE); } gl4.glBindVertexArray(0); return validated; }
Example 6
Source File: Gl_450_culling.java From jogl-samples with MIT License | 6 votes |
private boolean initVertexArray(GL4 gl4) { gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { gl4.glVertexAttribBinding(Semantic.Attr.POSITION, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0); gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBindVertexBuffer(0, bufferName.get(Buffer.VERTEX), 0, glf.Vertex_v2fv2f.SIZE); } gl4.glBindVertexArray(0); return true; }
Example 7
Source File: Gl_440_texture_compressed.java From jogl-samples with MIT License | 6 votes |
private boolean initVertexArray(GL4 gl4) { gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { gl4.glVertexAttribBinding(Semantic.Attr.POSITION, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0); gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC); gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, glf.Vertex_v2fv2f.SIZE); } gl4.glBindVertexArray(0); return true; }
Example 8
Source File: Gl_440_sampler_wrap.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { float aspect = (windowSize.x * 0.33f) / (windowSize.y * 0.50f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, aspect, 0.1f, 100.0f); Mat4 mvp = projection.mul(viewMat4()).mul(new Mat4(1.0f)); uniformPointer.asFloatBuffer().put(mvp.toFa_()); } gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); bufferName.position(Buffer.TRANSFORM); gl4.glBindBuffersBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, 1, bufferName); gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE); for (int index = 0; index < Viewport.MAX; ++index) { gl4.glViewportIndexedf(0, viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); samplerName.position(index); gl4.glBindSamplers(0, 1, samplerName); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 9
Source File: Gl_450_transform_feedback_arb.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { Mat4 model = new Mat4(1.0f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); uniformPointer.asFloatBuffer().put(mvp.toFa_()); } // Set the display viewport gl4.glViewportIndexedf(0, 0.0f, 0.0f, windowSize.x, windowSize.y); // Clear color buffer gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); // First draw, capture the attributes // Disable rasterisation, vertices processing only! gl4.glEnable(GL_RASTERIZER_DISCARD); gl4.glBindProgramPipeline(pipelineName.get(Program.TRANSFORM)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vec4.SIZE); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0)); gl4.glBeginQueryIndexed(GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB, 0, queryName.get(0)); gl4.glBeginTransformFeedback(GL_TRIANGLES); { gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndTransformFeedback(); gl4.glEndQueryIndexed(GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB, 0); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); gl4.glDisable(GL_RASTERIZER_DISCARD); IntBuffer streamOverflow = GLBuffers.newDirectIntBuffer(1); gl4.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, streamOverflow); if (streamOverflow.get(0) == 0) { // Second draw, reuse the captured attributes gl4.glBindProgramPipeline(pipelineName.get(Program.FEEDBACK)); gl4.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.FEEDBACK), 0, glf.Vertex_v4fc4f.SIZE); gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName.get(0)); } BufferUtils.destroyDirectBuffer(streamOverflow); return true; }
Example 10
Source File: Gl_440_transform_feedback.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { Mat4 model = new Mat4(1.0f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); uniformPointer.asFloatBuffer().put(mvp.toFa_()); } // Set the display viewport gl4.glViewportIndexedf(0, 0.0f, 0.0f, windowSize.x, windowSize.y); // Clear color buffer gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); // First draw, capture the attributes // Disable rasterisation, vertices processing only! gl4.glEnable(GL_RASTERIZER_DISCARD); gl4.glBindProgramPipeline(pipelineName[Program.TRANSFORM]); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]); gl4.glBindVertexArray(vertexArrayName[Program.TRANSFORM]); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName[Buffer.VERTEX], 0, Vec4.SIZE); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName[0]); gl4.glBeginTransformFeedback(GL_TRIANGLES); { gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndTransformFeedback(); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); gl4.glDisable(GL_RASTERIZER_DISCARD); // Second draw, reuse the captured attributes gl4.glBindProgramPipeline(pipelineName[Program.FEEDBACK]); gl4.glBindVertexArray(vertexArrayName[Program.FEEDBACK]); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName[Buffer.FEEDBACK], 0, glf.Vertex_v4fc4f.SIZE); gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName[0]); return true; }