private int initVAO(GL3 gl) { int[] buff = new int[1]; gl.glGenVertexArrays(1, buff, 0); int vao = buff[0]; Assert.assertTrue("Invalid VAO: " + vao, vao > 0); gl.glUseProgram(progID); final int posLoc = gl.glGetAttribLocation(progID, "vPosition"); final int colorLoc = gl.glGetAttribLocation(progID, "vColor"); gl.glUseProgram(0); gl.glBindVertexArray(vao); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vbo); gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, ibo); gl.glEnableVertexAttribArray(posLoc); gl.glEnableVertexAttribArray(colorLoc); final int stride = 6 * Buffers.SIZEOF_FLOAT; final int cOff = 3 * Buffers.SIZEOF_FLOAT; gl.glVertexAttribPointer(posLoc, 3, GL3.GL_FLOAT, false, stride, 0L); gl.glVertexAttribPointer(colorLoc, 3, GL3.GL_FLOAT, false, stride, cOff); gl.glBindVertexArray(0); // See class documentation above! gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0); gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, 0); return vao; }
@Override public void display(GLAutoDrawable glad) { System.out.println("display"); GL3 gl3 = glad.getGL().getGL3(); gl3.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); gl3.glClear(GL3.GL_COLOR_BUFFER_BIT); programObject.bind(gl3); { programObject.setUniform(gl3, "offset", new float[] {0.5f, 0.5f}, 2); gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertexBufferObject[0]); gl3.glEnableVertexAttribArray(0); gl3.glEnableVertexAttribArray(1); { gl3.glVertexAttribPointer(0, 4, GL3.GL_FLOAT, false, 0, 0); gl3.glVertexAttribPointer(1, 4, GL3.GL_FLOAT, false, 0, 36 * 4 * 4); gl3.glDrawArrays(GL3.GL_TRIANGLES, 0, 36); } gl3.glDisableVertexAttribArray(0); gl3.glDisableVertexAttribArray(1); } programObject.unbind(gl3); glad.swapBuffers(); }
private void displayVBOOnly(final GL3 gl) { final int posLoc = gl.glGetAttribLocation(progID, "vPosition"); final int colorLoc = gl.glGetAttribLocation(progID, "vColor"); gl.glEnableVertexAttribArray(posLoc); gl.glEnableVertexAttribArray(colorLoc); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vbo); final int stride = 6 * Buffers.SIZEOF_FLOAT; final int cOff = 3 * Buffers.SIZEOF_FLOAT; gl.glVertexAttribPointer(posLoc, 3, GL3.GL_FLOAT, false, stride, 0L); gl.glVertexAttribPointer(colorLoc, 3, GL3.GL_FLOAT, false, stride, cOff); gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, ibo); gl.glDrawElements(GL3.GL_TRIANGLES, 3, GL3.GL_UNSIGNED_SHORT, 0L); gl.glDisableVertexAttribArray(posLoc); gl.glDisableVertexAttribArray(colorLoc); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0); gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, 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()); }