private void initVertexArray(GL3 gl3) { gl3.glGenVertexArrays(1, vertexArrayName); gl3.glBindVertexArray(vertexArrayName.get(0)); { gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); { int stride = (2 + 3) * Float.BYTES; int offset = 0 * Float.BYTES; gl3.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl3.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, stride, offset); offset = 2 * Float.BYTES; gl3.glEnableVertexAttribArray(Semantic.Attr.COLOR); gl3.glVertexAttribPointer(Semantic.Attr.COLOR, 3, GL_FLOAT, false, stride, offset); } gl3.glBindBuffer(GL_ARRAY_BUFFER, 0); gl3.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); } gl3.glBindVertexArray(0); checkError(gl3, "initVao"); }
@Override public void init(GLAutoDrawable glad) { GL3 gl3 = glad.getGL().getGL3(); try { shaders.add( GLSLHelpers.createShader(gl3, getClass(), GL3.GL_VERTEX_SHADER, "glsl/simple_vs")); shaders.add( GLSLHelpers.createShader(gl3, getClass(), GL3.GL_FRAGMENT_SHADER, "glsl/simple_fs")); program = GLSLHelpers.createProgram(gl3, shaders); gl3.glGenVertexArrays(1, VAO, 0); gl3.glBindVertexArray(VAO[0]); gl3.glGenBuffers(1, VBO, 0); gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, VBO[0]); FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(TRIANGLE); gl3.glBufferData(GL3.GL_ARRAY_BUFFER, buffer.capacity() * 4, buffer, GL3.GL_STATIC_DRAW); gl3.glEnableVertexAttribArray(0); gl3.glVertexAttribPointer(0, 2, GL3.GL_FLOAT, false, 0, 0); gl3.glBindVertexArray(0); } catch (Throwable t) { t.printStackTrace(); } }
private boolean initVertexArray(GL3 gl3) { gl3.glGenVertexArrays(1, vertexArrayName); gl3.glBindVertexArray(vertexArrayName.get(0)); { gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(0)); gl3.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0); gl3.glVertexAttribPointer( Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE); gl3.glBindBuffer(GL_ARRAY_BUFFER, 0); gl3.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl3.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); } gl3.glBindVertexArray(0); return checkError(gl3, "initVertexArray"); }
private boolean initVertexArray(GL3 gl3) { gl3.glGenVertexArrays(1, vertexArrayName); gl3.glBindVertexArray(vertexArrayName.get(0)); { gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); gl3.glVertexAttribPointer( Semantic.Attr.POSITION, 2, GL_FLOAT, false, glf.Vertex_v2fv2f.SIZE, 0); gl3.glVertexAttribPointer( Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, glf.Vertex_v2fv2f.SIZE, Vec2.SIZE); gl3.glBindBuffer(GL_ARRAY_BUFFER, 0); gl3.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl3.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl3.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); } gl3.glBindVertexArray(0); return true; }