/** * A utility method to load vertex data into an OpenGL "vertex array object" (VAO) for efficient * rendering. The VAO stores several "vertex buffer objects" (VBOs) that contain the vertex * attribute data. * * @param data reference to the vertex data to be loaded into a VAO */ private void initArrayBuffer(GLVertexData data) { // Make a vertex array object (VAO) for this vertex data // and store a reference to it GLVertexArrayObject vao = new GLVertexArrayObject(gl, data.getElements().size() + 1); data.setVAO(vao); // Bind (activate) the VAO for the vertex data in OpenGL. // The subsequent OpenGL operations on VBOs will be recorded (stored) // in the VAO. vao.bind(); // Store all vertex attributes in vertex buffer objects (VBOs) ListIterator<VertexData.VertexElement> itr = data.getElements().listIterator(0); data.getVAO().rewindVBO(); while (itr.hasNext()) { VertexData.VertexElement e = itr.next(); // Bind the vertex buffer object (VBO) gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, data.getVAO().getNextVBO()); // Upload vertex data gl.glBufferData( GL3.GL_ARRAY_BUFFER, e.getData().length * 4, FloatBuffer.wrap(e.getData()), GL3.GL_DYNAMIC_DRAW); } // Bind the default vertex buffer objects gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0); // Store the vertex data indices into the last vertex buffer gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, data.getVAO().getNextVBO()); gl.glBufferData( GL3.GL_ELEMENT_ARRAY_BUFFER, data.getIndices().length * 4, IntBuffer.wrap(data.getIndices()), GL3.GL_DYNAMIC_DRAW); // Bind the default vertex array object. This "deactivates" the VAO // of the vertex data gl.glBindVertexArray(0); }
/** * The main rendering method. * * @param renderItem the object that needs to be drawn */ private void draw(RenderItem renderItem) { // Set the material of the shape to be rendered setMaterial(renderItem.getShape().getMaterial()); // Get reference to the vertex data of the render item to be rendered GLVertexData vertexData = (GLVertexData) renderItem.getShape().getVertexData(); // Check if the vertex data has been uploaded to OpenGL via a // "vertex array object" (VAO). The VAO will store the vertex data // in several "vertex buffer objects" (VBOs) on the GPU. We do this // only once for performance reasons. Once the data is in the VBOs // asscociated with a VAO, it is stored on the GPU and rendered more // efficiently. if (vertexData.getVAO() == null) { initArrayBuffer(vertexData); } // Set modelview and projection matrices in shader (has to be done in // every step, since they usually have changed) setTransformation(renderItem.getT()); // Bind the VAO of this shape. This activates the VBOs that we // associated with the VAO. We already loaded the vertex data into the // VBOs on the GPU, so we do not have to send them again. vertexData.getVAO().bind(); // Try to connect the vertex buffers to the corresponding variables // in the current vertex shader. // Note: This is not part of the vertex array object, because the active // shader may have changed since the vertex array object was initialized. // We need to make sure the vertex buffers are connected to the right // variables in the shader ListIterator<VertexData.VertexElement> itr = vertexData.getElements().listIterator(0); vertexData.getVAO().rewindVBO(); while (itr.hasNext()) { VertexData.VertexElement e = itr.next(); int dim = e.getNumberOfComponents(); // Bind the next vertex buffer object gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertexData.getVAO().getNextVBO()); // Tell OpenGL which "in" variable in the vertex shader corresponds // to the current vertex buffer object. // We use our own convention to name the variables, i.e., // "position", "normal", "color", "texcoord", or others if // necessary. int attribIndex = -1; switch (e.getSemantic()) { case POSITION: attribIndex = gl.glGetAttribLocation(activeShaderID, "position"); break; case NORMAL: attribIndex = gl.glGetAttribLocation(activeShaderID, "normal"); break; case COLOR: attribIndex = gl.glGetAttribLocation(activeShaderID, "color"); break; case TEXCOORD: attribIndex = gl.glGetAttribLocation(activeShaderID, "texcoord"); break; } gl.glVertexAttribPointer(attribIndex, dim, GL3.GL_FLOAT, false, 0, 0); gl.glEnableVertexAttribArray(attribIndex); } // Render the vertex buffer objects gl.glDrawElements( GL3.GL_TRIANGLES, renderItem.getShape().getVertexData().getIndices().length, GL3.GL_UNSIGNED_INT, 0); // We are done with this shape, bind the default vertex array gl.glBindVertexArray(0); cleanMaterial(renderItem.getShape().getMaterial()); }