コード例 #1
0
ファイル: Player.java プロジェクト: joaogl/LD29
  protected void compile() {
    vao = glGenVertexArrays();
    glBindVertexArray(vao);
    {
      vbo = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vbo);
      {
        glBufferData(GL_ARRAY_BUFFER, Buffer.createFloatBuffer(vertices), GL_STATIC_DRAW);
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
      }
      glBindBuffer(GL_ARRAY_BUFFER, 0);

      vio = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vio);
      {
        glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(indices), GL_STATIC_DRAW);
      }
      glBindBuffer(GL_ARRAY_BUFFER, 0);

      vto = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vto);
      {
        glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(texCoords), GL_STATIC_DRAW);
        glVertexAttribPointer(1, 3, GL_UNSIGNED_BYTE, false, 0, 1);
      }
      glBindBuffer(GL_ARRAY_BUFFER, 0);
    }
    glBindVertexArray(0);

    glActiveTexture(GL_TEXTURE1);
    shader.bind();
    int uniform = glGetUniformLocation(shader.getID(), "texture");
    glUniform1i(uniform, 1);
    shader.release();
  }
コード例 #2
0
ファイル: Chunk.java プロジェクト: quid256/QuidVoxelEngine
  public void RebuildMesh(float startX, float startY, float startZ) {

    VBOColorHandle = GL15.glGenBuffers();
    VBOVertexHandle = GL15.glGenBuffers();

    // Using 6 * 4 * 3 because 6 faces * 4 pts per face * 3 coords per point
    FloatBuffer VertexPositionData =
        BufferUtils.createFloatBuffer((CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE) * 6 * 4 * 3);
    FloatBuffer VertexColorData =
        BufferUtils.createFloatBuffer((CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE) * 6 * 4 * 3);

    for (float x = 0; x < CHUNK_SIZE; x += 1) {
      for (float y = 0; y < CHUNK_SIZE; y += 1) {
        for (float z = 0; z < CHUNK_SIZE; z += 1) {

          VertexPositionData.put(
              CreateCube(
                  (float) startX + x * CUBE_LENGTH,
                  (float) startY + y * CUBE_LENGTH,
                  (float) startZ + z * CUBE_LENGTH));
          VertexColorData.put(CreateCubeVertexCol(GetCubeColor(Blocks[(int) x][(int) y][(int) z])));
        }
      }
    }

    VertexColorData.flip();
    VertexPositionData.flip();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBOVertexHandle);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, VertexPositionData, GL15.GL_STATIC_DRAW);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBOColorHandle);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, VertexColorData, GL15.GL_STATIC_DRAW);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
  }
コード例 #3
0
ファイル: VertexArray.java プロジェクト: tkalmi/Flappy
  public VertexArray(float[] vertices, byte[] indices, float[] textureCoordinates) {
    count = indices.length;

    vao = glGenVertexArrays();
    glBindVertexArray(vao);

    vbo = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, BufferUtils.createFloatBuffer(vertices), GL_STATIC_DRAW);
    glVertexAttribPointer(Shader.VERTEX_ATTRIB, 3, GL_FLOAT, false, 0, 0);
    glEnableVertexAttribArray(Shader.VERTEX_ATTRIB);

    tbo = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, tbo);
    glBufferData(
        GL_ARRAY_BUFFER, BufferUtils.createFloatBuffer(textureCoordinates), GL_STATIC_DRAW);
    glVertexAttribPointer(Shader.TCOORD_ATTRIB, 2, GL_FLOAT, false, 0, 0);
    glEnableVertexAttribArray(Shader.TCOORD_ATTRIB);

    ibo = glGenBuffers();
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, BufferUtils.createByteBuffer(indices), GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
  }
コード例 #4
0
ファイル: Mesh.java プロジェクト: Zeejfps/gamedev
  public Mesh(float[] vertices, int[] indices) {

    this.vertices = vertices;
    this.indices = indices;

    vbo = glGenBuffers();
    ibo = glGenBuffers();

    FloatBuffer fb = BufferUtils.createFloatBuffer(vertices.length);
    fb.put(vertices);
    fb.flip();

    IntBuffer ib = BufferUtils.createIntBuffer(indices.length);
    ib.put(indices);
    ib.flip();

    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, fb, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, ib, GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  }
コード例 #5
0
ファイル: Tile.java プロジェクト: joaogl/LD29
  protected void compile() {
    vao = glGenVertexArrays();
    glBindVertexArray(vao);
    {
      vbo = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vbo);
      {
        glBufferData(GL_ARRAY_BUFFER, Buffer.createFloatBuffer(vertices), GL_STATIC_DRAW);
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
      }
      glBindBuffer(GL_ARRAY_BUFFER, 0);

      vio = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vio);
      {
        glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(indices), GL_STATIC_DRAW);
      }
      glBindBuffer(GL_ARRAY_BUFFER, 0);

      vto = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vto);
      {
        glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(texCoords), GL_STATIC_DRAW);
        glVertexAttribPointer(1, 3, GL_UNSIGNED_BYTE, false, 0, 1);
      }
      glBindBuffer(GL_ARRAY_BUFFER, 0);
    }
    glBindVertexArray(0);
  }
コード例 #6
0
  public void setupQuad() {
    // We'll define our quad using 4 vertices of the custom 'Vertex' class
    Vertex v0 = new Vertex();
    v0.setXYZ(-0.5f, 0.5f, 0f);
    v0.setRGB(1, 0, 0);
    Vertex v1 = new Vertex();
    v1.setXYZ(-0.5f, -0.5f, 0f);
    v1.setRGB(0, 1, 0);
    Vertex v2 = new Vertex();
    v2.setXYZ(0.5f, -0.5f, 0f);
    v2.setRGB(0, 0, 1);
    Vertex v3 = new Vertex();
    v3.setXYZ(0.5f, 0.5f, 0f);
    v3.setRGB(1, 1, 1);

    Vertex[] vertices = new Vertex[] {v0, v1, v2, v3};
    // Put each 'Vertex' in one FloatBuffer
    FloatBuffer verticesBuffer =
        BufferUtils.createFloatBuffer(vertices.length * Vertex.elementCount);
    for (int i = 0; i < vertices.length; i++) {
      verticesBuffer.put(vertices[i].getXYZW());
      verticesBuffer.put(vertices[i].getRGBA());
    }
    verticesBuffer.flip();

    // OpenGL expects to draw vertices in counter clockwise order by default
    byte[] indices = {
      0, 1, 2,
      2, 3, 0
    };
    indicesCount = indices.length;
    ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount);
    indicesBuffer.put(indices);
    indicesBuffer.flip();

    // Create a new Vertex Array Object in memory and select it (bind)
    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);

    // Create a new Vertex Buffer Object in memory and select it (bind)
    vboId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);
    // Put the positions in attribute list 0
    GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, Vertex.sizeInBytes, 0);
    // Put the colors in attribute list 1
    GL20.glVertexAttribPointer(
        1, 4, GL11.GL_FLOAT, false, Vertex.sizeInBytes, Vertex.elementBytes * 4);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

    // Deselect (bind to 0) the VAO
    GL30.glBindVertexArray(0);

    // Create a new VBO for the indices and select it (bind) - INDICES
    vboiId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
  }
コード例 #7
0
ファイル: GdxGL20.java プロジェクト: hanchao/vtm
 public void glBufferData(int target, int size, Buffer data, int usage) {
   if (data == null)
     throw new GdxRuntimeException("Using null for the data not possible, blame LWJGL");
   else if (data instanceof ByteBuffer) GL15.glBufferData(target, (ByteBuffer) data, usage);
   else if (data instanceof IntBuffer) GL15.glBufferData(target, (IntBuffer) data, usage);
   else if (data instanceof FloatBuffer) GL15.glBufferData(target, (FloatBuffer) data, usage);
   else if (data instanceof DoubleBuffer) GL15.glBufferData(target, (DoubleBuffer) data, usage);
   else if (data instanceof ShortBuffer) //
   GL15.glBufferData(target, (ShortBuffer) data, usage);
 }
コード例 #8
0
 @Override
 public void create() {
   if (isCreated()) {
     throw new IllegalStateException("Vertex array has already been created");
   }
   if (vertexData == null) {
     throw new IllegalStateException("Vertex data has not been set");
   }
   // Generate and bind the vao
   id = GL30.glGenVertexArrays();
   GL30.glBindVertexArray(id);
   // Generate, bind and fill the indices vbo then unbind
   indicesBufferID = GL15.glGenBuffers();
   GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferID);
   GL15.glBufferData(
       GL15.GL_ELEMENT_ARRAY_BUFFER, vertexData.getIndicesBuffer(), GL15.GL_STATIC_DRAW);
   GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
   // Save the count of indices to draw
   indicesCountCache = vertexData.getIndicesCount();
   resetIndicesCountAndOffset();
   // Create the map for attribute index to buffer ID
   attributeBufferIDs = new int[vertexData.getAttributeCount()];
   // For each attribute, generate, bind and fill the vbo, then setup the attribute in the vao and
   // save the buffer ID for the index
   for (int i = 0; i < vertexData.getAttributeCount(); i++) {
     final VertexAttribute attribute = vertexData.getAttribute(i);
     final int bufferID = GL15.glGenBuffers();
     GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
     GL15.glBufferData(GL15.GL_ARRAY_BUFFER, attribute.getData(), GL15.GL_STATIC_DRAW);
     attributeBufferIDs[i] = bufferID;
     // Three ways to interpret integer data
     if (attribute.getType().isInteger() && attribute.getUploadMode() == UploadMode.KEEP_INT) {
       // Directly as an int
       GL30.glVertexAttribIPointer(
           i, attribute.getSize(), attribute.getType().getGLConstant(), 0, 0);
     } else {
       // Or as a float, normalized or not
       GL20.glVertexAttribPointer(
           i,
           attribute.getSize(),
           attribute.getType().getGLConstant(),
           attribute.getUploadMode().normalize(),
           0,
           0);
     }
   }
   // Unbind the vbo and vao
   GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
   GL30.glBindVertexArray(0);
   // Update state
   super.create();
   // Check for errors
   LWJGLUtil.checkForGLError();
 }
コード例 #9
0
  private void setupQuad() {

    IndexedMemoryFast<Pos4> mem = Pos4.reserveFast(10, false);
    mem.add(new Pos4().xyzw(-0.5f, 0.5f, 0f, 1f));
    mem.add(new Pos4().xyzw(-0.5f, -0.5f, 0f, 1f));
    mem.add(new Pos4().xyzw(0.5f, -0.5f, 0f, 1f));
    mem.add(new Pos4().xyzw(0.5f, 0.5f, 0f, 1f));

    // RawMemory colors = new RawMemory(30);
    IndexedMemoryFast<Color4> colors = Color4.reserveFast(10, false);
    colors.add(new Color4().rgba(1f, 0f, 0f, 1f));
    colors.add(new Color4().rgba(0f, 1f, 0f, 1f));
    colors.add(new Color4().rgba(0f, 0f, 1f, 1f));
    colors.add(new Color4().rgba(1f, 1f, 1f, 1f));

    // OpenGL expects to draw vertices in counter clockwise order by default
    byte[] indices = {0, 1, 2, 2, 3, 0};
    indicesCount = indices.length;
    ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount);
    indicesBuffer.put(indices);
    indicesBuffer.flip();

    // Create a new Array Array Object in memory and select it (bind)
    vaoId = glCreateVertexArrays();
    glBindVertexArray(vaoId);

    // Create a new Array Buffer Object in memory and select it (bind) - VERTICES
    vboId = glCreateBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vboId);
    glBufferData(GL_ARRAY_BUFFER, mem.burn().getArrayBuffer(), GL_STATIC_DRAW);
    glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // Create a new VBO for the indices and select it (bind) - COLORS
    vbocId = glCreateBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vbocId);
    glBufferData(GL_ARRAY_BUFFER, colors.burn().getArrayBuffer(), GL_STATIC_DRAW);
    glVertexAttribPointer(1, 4, GL_FLOAT, false, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // Deselect (bind to 0) the VAO
    glBindVertexArray(0);

    // Create a new VBO for the indices and select it (bind) - INDICES
    vboiId = glCreateBuffers();
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboiId);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  }
コード例 #10
0
ファイル: Loader.java プロジェクト: MarcusEidahl/3DGame-java
 private void bindIndicesBuffer(int[] indices) {
   int vboID = GL15.glGenBuffers();
   vbos.add(vboID);
   GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID);
   IntBuffer buffer = storeDataInIntBuffer(indices);
   GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
 }
コード例 #11
0
ファイル: BrainModel.java プロジェクト: nahid204/VisUserStudy
  private int createTubeVbo(int tube, Color color) {

    float[] c =
        new float[] {color.getBlue() / 255f, color.getGreen() / 255f, color.getRed() / 255f};

    totalNumVerts[tube] = tubes[tube].indeces.length;

    IntBuffer buf = BufferUtils.createIntBuffer(1);
    GL15.glGenBuffers(buf);
    int vbo = buf.get();

    FloatBuffer data = BufferUtils.createFloatBuffer(tubes[tube].indeces.length * 9);

    for (int i = 0; i < tubes[tube].indeces.length; i++) {
      data.put(c);

      Vector3D vertex = tubes[tube].vertices[tubes[tube].indeces[i]];
      Vector3D normal = tubes[tube].normals[tubes[tube].indeces[i]];

      float[] vertexf = new float[] {vertex.x, vertex.y, vertex.z};
      float[] normalf = new float[] {normal.x, normal.y, normal.z};

      data.put(vertexf);
      data.put(normalf);
    }
    data.rewind();

    int bytesPerFloat = Float.SIZE / Byte.SIZE;
    int numBytes = data.capacity() * bytesPerFloat;
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, data, GL15.GL_STATIC_DRAW);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

    return vbo;
  }
コード例 #12
0
  @Override
  protected void init() {
    initializeProgram();

    try {
      cylinderMesh = new Mesh("UnitCylinder.xml");
      planeMesh = new Mesh("LargePlane.xml");
    } catch (Exception exception) {
      exception.printStackTrace();
      System.exit(-1);
    }

    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glFrontFace(GL_CW);

    glEnable(GL_DEPTH_TEST);
    glDepthMask(true);
    glDepthFunc(GL_LEQUAL);
    glDepthRange(0.0f, 1.0f);
    glEnable(GL_DEPTH_CLAMP);

    projectionUniformBuffer = glGenBuffers();
    glBindBuffer(GL_UNIFORM_BUFFER, projectionUniformBuffer);
    glBufferData(GL_UNIFORM_BUFFER, ProjectionBlock.SIZE, GL_DYNAMIC_DRAW);

    // Bind the static buffers.
    glBindBufferRange(
        GL_UNIFORM_BUFFER, projectionBlockIndex, projectionUniformBuffer, 0, ProjectionBlock.SIZE);

    glBindBuffer(GL_UNIFORM_BUFFER, 0);
  }
コード例 #13
0
ファイル: JavaGLShader.java プロジェクト: hatboyzero/playn
  @Override
  public void flush() {
    if (vertexOffset == 0) {
      return;
    }
    ctx.checkGLError("Shader.flush");

    vertexData.position(0);
    glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STREAM_DRAW);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementData, GL_STREAM_DRAW);
    ctx.checkGLError("Shader.flush BufferData");

    glDrawElements(GL_TRIANGLES, elementOffset, GL_UNSIGNED_SHORT, 0);
    vertexOffset = elementOffset = 0;
    ctx.checkGLError("Shader.flush DrawElements");
  }
コード例 #14
0
ファイル: Loader.java プロジェクト: MarcusEidahl/3DGame-java
 private void storeDataInAttributeList(int attributeNumber, int attributeSize, float[] data) {
   int vboID = GL15.glGenBuffers();
   vbos.add(vboID);
   GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
   FloatBuffer buffer = storeDataInFloatBuffer(data);
   GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
   GL20.glVertexAttribPointer(attributeNumber, attributeSize, GL11.GL_FLOAT, false, 0, 0);
   GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
 }
コード例 #15
0
ファイル: Quad.java プロジェクト: ZacMcClain/FinalProject
 public void setupVIBO() {
   ByteBuffer indexBuffer = BufferUtils.createByteBuffer(indexElementCount * getNumObjects());
   for (int i = 0; i < getNumObjects(); ++i) {
     indexBuffer.put(Rectangle.getOrder(4 * i));
   }
   indexBuffer.flip();
   setVIBO(GL15.glGenBuffers());
   GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, getVIBO());
   GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL15.GL_DYNAMIC_DRAW);
   GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
 }
コード例 #16
0
ファイル: VBO.java プロジェクト: mrdev023/MyFirstVoxel
 /**
  * @param id
  * @param data @Info Stocke le FloatBuffer dans le GPU
  */
 public void bufferData() {
   buffer = BufferUtils.createFloatBuffer(floatlist.size());
   for (Float f : floatlist) {
     buffer.put(f);
   }
   buffer.flip();
   glBindBuffer(GL_ARRAY_BUFFER, vboID);
   glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
   //		glBufferSubData(vboID, 0, buffer);
   glBindBuffer(GL_ARRAY_BUFFER, 0);
   bufferSize = buffer.limit() / 7; // 7 = 3 vertex(x,y,z) + 4 color (r,g,b,a)
 }
コード例 #17
0
  private int initializeVertexBuffer() {
    int positionBufferObject = glGenBuffers();

    glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject);

    FloatBuffer vertexData = BufferUtils.createFloatBuffer(vertexDataAry.length).put(vertexDataAry);
    vertexData.flip();
    glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    return positionBufferObject;
  }
コード例 #18
0
 private static void setUpVBOs() {
   int[] vbos;
   try {
     model = OBJLoader.loadModel(new File(MODEL_LOCATION));
     int vboVertexHandle = glGenBuffers();
     int vboNormalHandle = glGenBuffers();
     FloatBuffer vertices = BufferTools.reserveData(model.faces.size() * 9);
     FloatBuffer normals = BufferTools.reserveData(model.faces.size() * 9);
     for (Face face : model.faces) {
       vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.x - 1)));
       vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.y - 1)));
       vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.z - 1)));
       normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.x - 1)));
       normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.y - 1)));
       normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.z - 1)));
     }
     vertices.flip();
     normals.flip();
     glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
     glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
     glEnableVertexAttribArray(attributeVertex);
     glVertexAttribPointer(attributeVertex, 3, false, 0, vertices);
     glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle);
     glEnableVertexAttribArray(attributeNormal);
     glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW);
     glNormalPointer(GL_FLOAT, 0, 0L);
     // TODO: This really isn't finished yet. :-(
   } catch (FileNotFoundException e) {
     e.printStackTrace();
     cleanUp();
     System.exit(1);
   } catch (IOException e) {
     e.printStackTrace();
     cleanUp();
     System.exit(1);
   }
 }
コード例 #19
0
  public static void main(String[] args) {
    Window window = new Window(1024, 768, false);

    window.setTitle("Hello OpenGL!");

    window.setVisible(true);

    int vertexCount = 3;
    int floatSize = 4;

    FloatBuffer buffer = createFloatBuffer(vertexCount * 3 + vertexCount * 4);
    buffer.put(0).put(0.5f).put(0);
    buffer.put(1).put(0).put(0).put(1);

    buffer.put(-0.5f).put(-0.5f).put(0);
    buffer.put(0).put(1).put(0).put(1);

    buffer.put(0.5f).put(-0.5f).put(0);
    buffer.put(0).put(0).put(1).put(1);
    buffer.flip();

    /*IntBuffer indices = ByteBuffer.allocateDirect(3 * 4).order(ByteOrder.nativeOrder()).asIntBuffer();
    indices.put(0).put(1).put(2);
    indices.flip();*/

    int vbo = glGenBuffers();

    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);

    while (!window.isCloseRequested()) {
      window.pollEvents();

      glEnableClientState(GL_VERTEX_ARRAY);
      glEnableClientState(GL_COLOR_ARRAY);

      glBindBuffer(GL_ARRAY_BUFFER, vbo);

      glVertexPointer(3, GL_FLOAT, 7 * floatSize, 0);
      glColorPointer(4, GL_FLOAT, 7 * floatSize, 3 * floatSize);

      glDrawArrays(GL_TRIANGLES, 0, 3);

      window.swap();
      window.sleep(16);
    }

    window.destroy();
  }
コード例 #20
0
  @Override
  public ByteBuffer map(int off, int len) {
    if (off < 0 || len <= 0) {
      throw new IllegalArgumentException();
    }

    final int end = off + len;
    if (end > bufferSizes[currentBufferIndex]) {
      bufferSizes[currentBufferIndex] = end;
      glBufferData(glTarget, bufferSizes[currentBufferIndex], glUsage);
    }

    ByteBuffer mapped;

    if (GLContext.getCapabilities().OpenGL30) {
      int flags =
          GL30.GL_MAP_WRITE_BIT
              | GL30.GL_MAP_UNSYNCHRONIZED_BIT; // | GL30.GL_MAP_INVALIDATE_RANGE_BIT;
      mapped = GL30.glMapBufferRange(glTarget, off, len, flags, null);
    } else if (GLContext.getCapabilities().GL_ARB_map_buffer_range) {
      int flags =
          ARBMapBufferRange.GL_MAP_WRITE_BIT
              | ARBMapBufferRange
                  .GL_MAP_UNSYNCHRONIZED_BIT; // | ARBMapBufferRange.GL_MAP_INVALIDATE_RANGE_BIT;
      mapped = ARBMapBufferRange.glMapBufferRange(glTarget, off, len, flags, null);
    } else {
      mapped = GL15.glMapBuffer(glTarget, GL15.GL_WRITE_ONLY, null);
    }

    if (mapped == null) {
      throw new IllegalStateException(
          "mapped buffer is null: length="
              + len
              + ", requestedSize="
              + requestedSize
              + ", allocatedSize="
              + allocatedSize);
    }

    return mapped;
  }
コード例 #21
0
ファイル: Mesh.java プロジェクト: Samhenry97/3D-Game-Engine
  public void addVertices(Vertex[] vertices) {
    size = vertices.length;

    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, Util.createFlippedBuffer(vertices), GL_STATIC_DRAW);
  }
コード例 #22
0
ファイル: Player.java プロジェクト: bbucko/shmup
  @Override
  public void prepare(Program program) {
    // Create VAO
    vao = glGenVertexArrays();
    glBindVertexArray(vao);

    // Create VBO
    FloatBuffer vertices =
        (FloatBuffer)
            BufferUtils.createFloatBuffer(6 * 6 * Program.VERTEX_SIZE)
                .put(
                    new float[] {
                      //  X     Y     Z       U     V
                      // bottom
                      -1.0f,
                      -1.0f,
                      -1.0f,
                      0.0f,
                      0.0f,
                      1.0f,
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      1.0f,

                      // top
                      -1.0f,
                      1.0f,
                      -1.0f,
                      0.0f,
                      0.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,

                      // front
                      -1.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      0.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,

                      // back
                      -1.0f,
                      -1.0f,
                      -1.0f,
                      0.0f,
                      0.0f,
                      -1.0f,
                      1.0f,
                      -1.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      -1.0f,
                      1.0f,
                      -1.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      1.0f,

                      // left
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      -1.0f,
                      -1.0f,
                      -1.0f,
                      0.0f,
                      0.0f,
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,

                      // right
                      1.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      -1.0f,
                      1.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      0.0f,
                      0.0f,
                      1.0f,
                      -1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      -1.0f,
                      0.0f,
                      0.0f,
                      1.0f,
                      1.0f,
                      1.0f,
                      0.0f,
                      1.0f
                    })
                .flip();

    /* Generate Vertex Buffer Object */
    vbo = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);

    program.pointer("position", 3, 0);
    program.pointer("texcoord", 2, 3);
  }
コード例 #23
0
ファイル: Mandelbrot.java プロジェクト: SilverTiger/lwjgl3
  public Mandelbrot(
      long platform,
      CLCapabilities platformCaps,
      GLFWWindow window,
      int deviceType,
      boolean debugGL,
      int maxIterations) {
    this.platform = platform;

    this.window = window;
    this.maxIterations = maxIterations;

    IntBuffer size = BufferUtils.createIntBuffer(2);

    nglfwGetWindowSize(window.handle, memAddress(size), memAddress(size) + 4);
    ww = size.get(0);
    wh = size.get(1);

    nglfwGetFramebufferSize(window.handle, memAddress(size), memAddress(size) + 4);
    fbw = size.get(0);
    fbh = size.get(1);

    glfwMakeContextCurrent(window.handle);
    GLCapabilities glCaps = GL.createCapabilities();
    if (!glCaps.OpenGL30) throw new RuntimeException("OpenGL 3.0 is required to run this demo.");

    debugProc = debugGL ? GLUtil.setupDebugMessageCallback() : null;

    glfwSwapInterval(0);

    errcode_ret = BufferUtils.createIntBuffer(1);

    try {
      // Find devices with GL sharing support
      {
        long device = getDevice(platform, platformCaps, deviceType);
        if (device == NULL) device = getDevice(platform, platformCaps, CL_DEVICE_TYPE_CPU);

        if (device == NULL)
          throw new RuntimeException("No OpenCL devices found with OpenGL sharing support.");

        this.device = device;
        this.deviceCaps = CL.createDeviceCapabilities(device, platformCaps);
      }

      // Create the context
      PointerBuffer ctxProps = BufferUtils.createPointerBuffer(7);
      switch (Platform.get()) {
        case WINDOWS:
          ctxProps
              .put(CL_GL_CONTEXT_KHR)
              .put(glfwGetWGLContext(window.handle))
              .put(CL_WGL_HDC_KHR)
              .put(wglGetCurrentDC());
          break;
        case LINUX:
          ctxProps
              .put(CL_GL_CONTEXT_KHR)
              .put(glfwGetGLXContext(window.handle))
              .put(CL_GLX_DISPLAY_KHR)
              .put(glfwGetX11Display());
          break;
        case MACOSX:
          ctxProps
              .put(APPLEGLSharing.CL_CONTEXT_PROPERTY_USE_CGL_SHAREGROUP_APPLE)
              .put(CGLGetShareGroup(CGLGetCurrentContext()));
      }
      ctxProps.put(CL_CONTEXT_PLATFORM).put(platform).put(NULL).flip();
      clContext =
          clCreateContext(
              ctxProps,
              device,
              clContextCB =
                  new CLContextCallback() {
                    @Override
                    public void invoke(long errinfo, long private_info, long cb, long user_data) {
                      log(String.format("cl_context_callback\n\tInfo: %s", memUTF8(errinfo)));
                    }
                  },
              NULL,
              errcode_ret);
      checkCLError(errcode_ret);

      // create command queues for every GPU, setup colormap and init kernels

      IntBuffer colorMapBuffer = BufferUtils.createIntBuffer(32 * 2);
      initColorMap(colorMapBuffer, 32, Color.BLUE, Color.GREEN, Color.RED);

      clColorMap =
          clCreateBuffer(
              clContext, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, colorMapBuffer, errcode_ret);
      checkCLError(errcode_ret);

      // create command queue and upload color map buffer
      clQueue = clCreateCommandQueue(clContext, device, NULL, errcode_ret);
      checkCLError(errcode_ret);

      // load program(s)
      if (deviceType == CL_DEVICE_TYPE_GPU)
        log("OpenCL Device Type: GPU (Use -forceCPU to use CPU)");
      else log("OpenCL Device Type: CPU");

      log("Max Iterations: " + maxIterations + " (Use -iterations <count> to change)");
      log("Display resolution: " + ww + "x" + wh + " (Use -res <width> <height> to change)");

      log("OpenGL glCaps.GL_ARB_sync = " + glCaps.GL_ARB_sync);
      log("OpenGL glCaps.GL_ARB_cl_event = " + glCaps.GL_ARB_cl_event);

      buildProgram();

      // Detect GLtoCL synchronization method
      syncGLtoCL = !glCaps.GL_ARB_cl_event; // GL3.2 or ARB_sync implied
      log(syncGLtoCL ? "GL to CL sync: Using clFinish" : "GL to CL sync: Using OpenCL events");

      // Detect CLtoGL synchronization method
      syncCLtoGL = !deviceCaps.cl_khr_gl_event;
      log(
          syncCLtoGL
              ? "CL to GL sync: Using glFinish"
              : "CL to GL sync: Using implicit sync (cl_khr_gl_event)");

      vao = glGenVertexArrays();
      glBindVertexArray(vao);

      vbo = glGenBuffers();
      glBindBuffer(GL_ARRAY_BUFFER, vbo);

      glBufferData(
          GL_ARRAY_BUFFER,
          stackPush()
              .floats(
                  0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
                  1.0f, 1.0f, 1.0f),
          GL_STATIC_DRAW);
      stackPop();

      vsh = glCreateShader(GL_VERTEX_SHADER);
      glShaderSource(
          vsh,
          "#version 150\n"
              + "\n"
              + "uniform mat4 projection;\n"
              + "\n"
              + "uniform vec2 size;\n"
              + "\n"
              + "in vec2 posIN;\n"
              + "in vec2 texIN;\n"
              + "\n"
              + "out vec2 texCoord;\n"
              + "\n"
              + "void main(void) {\n"
              + "\tgl_Position = projection * vec4(posIN * size, 0.0, 1.0);\n"
              + "\ttexCoord = texIN;\n"
              + "}");
      glCompileShader(vsh);
      String log = glGetShaderInfoLog(vsh, glGetShaderi(vsh, GL_INFO_LOG_LENGTH));
      if (!log.isEmpty()) log(String.format("VERTEX SHADER LOG: %s", log));

      fsh = glCreateShader(GL_FRAGMENT_SHADER);
      glShaderSource(
          fsh,
          "#version 150\n"
              + "\n"
              + "uniform isampler2D mandelbrot;\n"
              + "\n"
              + "in vec2 texCoord;\n"
              + "\n"
              + "out vec4 fragColor;\n"
              + "\n"
              + "void main(void) {\n"
              + "\tfragColor = texture(mandelbrot, texCoord) / 255.0;\n"
              + "}");
      glCompileShader(fsh);
      log = glGetShaderInfoLog(fsh, glGetShaderi(fsh, GL_INFO_LOG_LENGTH));
      if (!log.isEmpty()) log(String.format("FRAGMENT SHADER LOG: %s", log));

      glProgram = glCreateProgram();
      glAttachShader(glProgram, vsh);
      glAttachShader(glProgram, fsh);
      glLinkProgram(glProgram);
      log = glGetProgramInfoLog(glProgram, glGetProgrami(glProgram, GL_INFO_LOG_LENGTH));
      if (!log.isEmpty()) log(String.format("PROGRAM LOG: %s", log));

      int posIN = glGetAttribLocation(glProgram, "posIN");
      int texIN = glGetAttribLocation(glProgram, "texIN");

      glVertexAttribPointer(posIN, 2, GL_FLOAT, false, 4 * 4, 0);
      glVertexAttribPointer(texIN, 2, GL_FLOAT, false, 4 * 4, 2 * 4);

      glEnableVertexAttribArray(posIN);
      glEnableVertexAttribArray(texIN);

      projectionUniform = glGetUniformLocation(glProgram, "projection");
      sizeUniform = glGetUniformLocation(glProgram, "size");

      glUseProgram(glProgram);

      glUniform1i(glGetUniformLocation(glProgram, "mandelbrot"), 0);
    } catch (Exception e) {
      // TODO: cleanup
      throw new RuntimeException(e);
    }

    glDisable(GL_DEPTH_TEST);
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    initGLObjects();
    glFinish();

    setKernelConstants();

    glfwSetWindowSizeCallback(
        window.handle,
        window.windowsizefun =
            new GLFWWindowSizeCallback() {
              @Override
              public void invoke(long window, final int width, final int height) {
                if (width == 0 || height == 0) return;

                events.add(
                    new Runnable() {
                      @Override
                      public void run() {
                        Mandelbrot.this.ww = width;
                        Mandelbrot.this.wh = height;

                        shouldInitBuffers = true;
                      }
                    });
              }
            });

    glfwSetFramebufferSizeCallback(
        window.handle,
        window.framebuffersizefun =
            new GLFWFramebufferSizeCallback() {
              @Override
              public void invoke(long window, final int width, final int height) {
                if (width == 0 || height == 0) return;

                events.add(
                    new Runnable() {
                      @Override
                      public void run() {
                        Mandelbrot.this.fbw = width;
                        Mandelbrot.this.fbh = height;

                        shouldInitBuffers = true;
                      }
                    });
              }
            });

    glfwSetKeyCallback(
        window.handle,
        window.keyfun =
            new GLFWKeyCallback() {
              @Override
              public void invoke(long window, int key, int scancode, int action, int mods) {
                switch (key) {
                  case GLFW_KEY_LEFT_CONTROL:
                  case GLFW_KEY_RIGHT_CONTROL:
                    ctrlDown = action == GLFW_PRESS;
                    return;
                }

                if (action != GLFW_PRESS) return;

                switch (key) {
                  case GLFW_KEY_ESCAPE:
                    glfwSetWindowShouldClose(window, GLFW_TRUE);
                    break;
                  case GLFW_KEY_D:
                    events.offer(
                        new Runnable() {
                          @Override
                          public void run() {
                            doublePrecision = !doublePrecision;
                            log("DOUBLE PRECISION IS NOW: " + (doublePrecision ? "ON" : "OFF"));
                            rebuild = true;
                          }
                        });
                    break;
                  case GLFW_KEY_HOME:
                    events.offer(
                        new Runnable() {
                          @Override
                          public void run() {
                            offsetX = -0.5;
                            offsetY = 0.0;
                            zoom = 1.0;
                          }
                        });
                    break;
                }
              }
            });

    glfwSetMouseButtonCallback(
        window.handle,
        window.mousebuttonfun =
            new GLFWMouseButtonCallback() {
              @Override
              public void invoke(long window, int button, int action, int mods) {
                if (button != GLFW_MOUSE_BUTTON_LEFT) return;

                dragging = action == GLFW_PRESS;

                if (dragging) {
                  dragging = true;

                  dragX = mouseX;
                  dragY = mouseY;

                  dragOffsetX = offsetX;
                  dragOffsetY = offsetY;
                }
              }
            });

    glfwSetCursorPosCallback(
        window.handle,
        window.cursorposfun =
            new GLFWCursorPosCallback() {
              @Override
              public void invoke(long window, double xpos, double ypos) {
                mouseX = xpos;
                mouseY = wh - ypos;

                if (dragging) {
                  offsetX = dragOffsetX + transformX(dragX - mouseX);
                  offsetY = dragOffsetY + transformY(dragY - mouseY);
                }
              }
            });

    glfwSetScrollCallback(
        window.handle,
        window.scrollfun =
            new GLFWScrollCallback() {
              @Override
              public void invoke(long window, double xoffset, double yoffset) {
                if (yoffset == 0) return;

                double scrollX = mouseX - ww * 0.5;
                double scrollY = mouseY - wh * 0.5;

                double zoomX = transformX(scrollX);
                double zoomY = transformY(scrollY);

                zoom *= (1.0 - yoffset * (ctrlDown ? 0.25 : 0.05));

                offsetX += zoomX - transformX(scrollX);
                offsetY += zoomY - transformY(scrollY);
              }
            });
  }