private void prepareBuffers(GLCanvas canvas) { mBufferNames = new int[3]; GL11 gl = canvas.getGLInstance(); GLId.glGenBuffers(3, mBufferNames, 0); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBufferNames[0]); gl.glBufferData( GL11.GL_ARRAY_BUFFER, mXyBuffer.capacity() * (Float.SIZE / Byte.SIZE), mXyBuffer, GL11.GL_STATIC_DRAW); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBufferNames[1]); gl.glBufferData( GL11.GL_ARRAY_BUFFER, mUvBuffer.capacity() * (Float.SIZE / Byte.SIZE), mUvBuffer, GL11.GL_STATIC_DRAW); gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mBufferNames[2]); gl.glBufferData( GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity(), mIndexBuffer, GL11.GL_STATIC_DRAW); // These buffers are never used again. mXyBuffer = null; mUvBuffer = null; mIndexBuffer = null; }
public void createBufferObjects(GL gl) { checkGLError(gl); // Generate a the vertex and element buffer IDs int[] vboIds = new int[2]; GL11 gl11 = (GL11) gl; gl11.glGenBuffers(2, vboIds, 0); mVertexBufferObjectId = vboIds[0]; mElementBufferObjectId = vboIds[1]; // Upload the vertex data gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); mVertexByteBuffer.position(0); gl11.glBufferData( GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); mIndexBuffer.position(0); gl11.glBufferData( GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); // We don't need the in-memory data any more mVertexBuffer = null; mVertexByteBuffer = null; mIndexBuffer = null; checkGLError(gl); }
/** * Allocates hardware buffers on the graphics card and fills them with data if a buffer has not * already been previously allocated. Note that this function uses the GL_OES_vertex_buffer_object * extension, which is not guaranteed to be supported on every device. * * @param gl A pointer to the OpenGL ES context. */ public void generateHardwareBuffers(GL10 gl) { if (!mUseHardwareBuffers) { if (gl instanceof GL11) { GL11 gl11 = (GL11) gl; int[] buffer = new int[1]; // Allocate and fill the vertex buffer. gl11.glGenBuffers(1, buffer, 0); mVertBufferIndex = buffer[0]; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); final int vertexSize = mVertexBuffer.capacity() * mCoordinateSize; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, mVertexBuffer, GL11.GL_STATIC_DRAW); // Allocate and fill the texture coordinate buffer. gl11.glGenBuffers(1, buffer, 0); mTextureCoordBufferIndex = buffer[0]; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex); final int texCoordSize = mTexCoordBuffer.capacity() * mCoordinateSize; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, mTexCoordBuffer, GL11.GL_STATIC_DRAW); // Allocate and fill the color buffer. gl11.glGenBuffers(1, buffer, 0); mColorBufferIndex = buffer[0]; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mColorBufferIndex); final int colorSize = mColorBuffer.capacity() * mCoordinateSize; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, colorSize, mColorBuffer, GL11.GL_STATIC_DRAW); // Unbind the array buffer. gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); // Allocate and fill the index buffer. gl11.glGenBuffers(1, buffer, 0); mIndexBufferIndex = buffer[0]; gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex); // A char is 2 bytes. final int indexSize = mIndexBuffer.capacity() * 2; gl11.glBufferData( GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, mIndexBuffer, GL11.GL_STATIC_DRAW); // Unbind the element array buffer. gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); mUseHardwareBuffers = true; assert mVertBufferIndex != 0; assert mTextureCoordBufferIndex != 0; assert mIndexBufferIndex != 0; assert gl11.glGetError() == 0; } } }
private void initialize() { GL11 gl = mGL; // First create an nio buffer, then create a VBO from it. int size = BOX_COORDINATES.length * Float.SIZE / Byte.SIZE; FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer(); xyBuffer.put(BOX_COORDINATES, 0, BOX_COORDINATES.length).position(0); int[] name = new int[1]; GLId.glGenBuffers(1, name, 0); mBoxCoords = name[0]; gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glBufferData( GL11.GL_ARRAY_BUFFER, xyBuffer.capacity() * (Float.SIZE / Byte.SIZE), xyBuffer, GL11.GL_STATIC_DRAW); gl.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); // Enable the texture coordinate array for Texture 1 gl.glClientActiveTexture(GL11.GL_TEXTURE1); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); gl.glClientActiveTexture(GL11.GL_TEXTURE0); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // mMatrixValues and mAlpha will be initialized in setSize() }
public void setVertices(float[] vertices, int offset, int length) { super.setVertices(vertices, offset, length); GL11 gl = (GL11) glGraphics.getGL(); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, vboHandle); gl.glBufferData( GL11.GL_ARRAY_BUFFER, this.vertices.limit() * 4, this.vertices, GL11.GL_STATIC_DRAW); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); }
public IndexBuffer(GLManager glManager, MQOIndexBuffer ib) { setGLManager(glManager); indices = getGLManager().genVBO(); bind(); { short[] buf = ib.getIndices(); ShortBuffer sb = ByteBuffer.allocateDirect(buf.length * 2).order(ByteOrder.nativeOrder()).asShortBuffer(); sb.put(buf); sb.position(0); indices_length = buf.length; GL11 gl = getGLManager().getGL(); gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, sb.capacity() * 2, sb, GL11.GL_STATIC_DRAW); } unbind(); }
public void selectOnHardware(final GL11 pGL11) { final int hardwareBufferID = this.mHardwareBufferID; if (hardwareBufferID == -1) { return; } GLHelper.bindBuffer( pGL11, hardwareBufferID); // TODO Does this always need to be binded, or are just for buffers of // the same 'type'(texture/vertex)? if (this.mHardwareBufferNeedsUpdate) { // Debug.d("BufferObject.updating: ID = " + this.mHardwareBufferID); this.mHardwareBufferNeedsUpdate = false; // BufferUtils.copy(mBufferData, mFloatBuffer, mFloatBuffer.capacity(), 0); pGL11.glBufferData( GL11.GL_ARRAY_BUFFER, mFloatBuffer.capacity() * 4, mFloatBuffer, mDrawType); } }
public void generateBuffers(GL10 gl) { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); FloatBuffer vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); // Set up Indexbuffer ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); ShortBuffer indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); // Set up Texturebuffer ByteBuffer tbb = ByteBuffer.allocateDirect(textureCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); FloatBuffer textureBuffer = tbb.asFloatBuffer(); textureBuffer.put(textureCoords); textureBuffer.position(0); // Initialize gl buffers if (gl instanceof GL11) { GL11 gl11 = (GL11) gl; int[] buffer = new int[1]; // Allocate and fill the vertex buffer. gl11.glGenBuffers(1, buffer, 0); vertexbufferId = buffer[0]; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, vertexbufferId); final int vertexSize = vertexBuffer.capacity() * 4; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL11.GL_STATIC_DRAW); // Allocate and fill the texture coordinate buffer. gl11.glGenBuffers(1, buffer, 0); texturebufferId = buffer[0]; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, texturebufferId); final int texCoordSize = textureBuffer.capacity() * 4; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, textureBuffer, GL11.GL_STATIC_DRAW); // Allocate and fill the index buffer. gl11.glGenBuffers(1, buffer, 0); indexbufferId = buffer[0]; gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexbufferId); // A short is 2 bytes. final int indexSize = indexBuffer.capacity() * 2; gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, indexBuffer, GL11.GL_STATIC_DRAW); // Unbind the element array buffer. gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); if (vertexbufferId == 0 || texturebufferId == 0 || indexbufferId == 0 || gl.glGetError() != 0) { Log.e( "Grid", "VBO Not available: " + gl.glGetError() + ", " + gl.glGetString(gl.glGetError())); } } }
@Override public void glBufferData(int target, int size, Buffer data, int usage) { gl.glBufferData(target, size, data, usage); }
private void createQuadBuffer(GL10 gl10) { GL11 gl = (GL11) gl10; // // quad = ([vertex x, vertex y, texture x, texture y, red, green, blue, alpha] * 4) = 8 * 4 * // (float=4bytes) = 128 bytes // quads = new float[32 * maxParticles]; indices = new short[maxParticles * 6]; particles = new Particle[maxParticles]; for (int i = 0; i < maxParticles; i++) { indices[i * 6 + 0] = (short) (i * 4 + 0); indices[i * 6 + 1] = (short) (i * 4 + 1); indices[i * 6 + 2] = (short) (i * 4 + 2); indices[i * 6 + 3] = (short) (i * 4 + 2); indices[i * 6 + 4] = (short) (i * 4 + 3); indices[i * 6 + 5] = (short) (i * 4 + 0); } // initialize texture.x, texture.y for (int i = 0; i < maxParticles; i++) { int vi = i * 32; quads[vi + 0] = 0; // vertex x quads[vi + 1] = 0; // vertex y quads[vi + 2] = 0 + getTexelHalfX(); // texture x quads[vi + 3] = getTexture().getMaxT() + getTexelHalfY(); // texture y quads[vi + 4] = 0; // red quads[vi + 5] = 0; // green quads[vi + 6] = 0; // blue quads[vi + 7] = 0; // alpha // ----------------------------- quads[vi + 8] = 0; // vertex x quads[vi + 9] = 1; // vertex y quads[vi + 10] = 0 + getTexelHalfX(); quads[vi + 11] = 0 - getTexelHalfY(); quads[vi + 12] = 0; // red quads[vi + 13] = 0; // green quads[vi + 14] = 0; // blue quads[vi + 15] = 0; // alpha // ----------------------------- quads[vi + 16] = 1; // vertex x quads[vi + 17] = 1; // vertex y quads[vi + 18] = getTexture().getMaxS() - getTexelHalfX(); quads[vi + 19] = 0 - getTexelHalfY(); quads[vi + 20] = 0; // red quads[vi + 21] = 0; // green quads[vi + 22] = 0; // blue quads[vi + 23] = 0; // alpha // ----------------------------- quads[vi + 24] = 1; // vertex x quads[vi + 25] = 0; // vertex y quads[vi + 26] = getTexture().getMaxS() - getTexelHalfX(); quads[vi + 27] = getTexture().getMaxT() + getTexelHalfY(); quads[vi + 28] = 0; // red quads[vi + 29] = 0; // green quads[vi + 30] = 0; // blue quads[vi + 31] = 0; // alpha } quadsBuffer = GLHelper.createFloatBuffer(quads); // Generate the vertices VBO gl.glGenBuffers(1, verticesID, 0); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesID[0]); gl.glBufferData(GL11.GL_ARRAY_BUFFER, 128 * maxParticles, quadsBuffer, GL11.GL_DYNAMIC_DRAW); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); // By default the particle emitter is active when created active = true; // Set the particle count to zero particleCount = 0; // Reset the elapsed time elapsedTime = 0; indicesBuffer = GLHelper.createShortBuffer(indices); }
public static void bufferData(final GL11 pGL11, final ByteBuffer pByteBuffer, final int pUsage) { pGL11.glBufferData(GL11.GL_ARRAY_BUFFER, pByteBuffer.capacity(), pByteBuffer, pUsage); }