@Override public void dispose(GLAutoDrawable drawable) { System.out.println("dispose"); GL3 gl3 = drawable.getGL().getGL3(); gl3.glDeleteProgram(programName); gl3.glDeleteVertexArrays(1, vertexArrayName); gl3.glDeleteBuffers(Buffer.MAX, bufferName); System.exit(0); }
@Override public void init(GLAutoDrawable drawable) { System.out.println("init"); GL3 gl3 = drawable.getGL().getGL3(); initBuffers(gl3); initVertexArray(gl3); initProgram(gl3); gl3.glEnable(GL_DEPTH_TEST); start = System.currentTimeMillis(); }
@Override public void display(GLAutoDrawable drawable) { // System.out.println("display"); GL3 gl3 = drawable.getGL().getGL3(); /** * We set the clear color and depth (although depth is not necessary since it is 1 by default). */ gl3.glClearColor(0f, .33f, 0.66f, 1f); gl3.glClearDepthf(1f); gl3.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); { // update matrix based on time now = System.currentTimeMillis(); float diff = (float) (now - start) / 1000; /** * Here we build the matrix that will multiply our original vertex positions. We scale, * halving it, and rotate it. */ scale = FloatUtil.makeScale(scale, true, 0.5f, 0.5f, 0.5f); zRotazion = FloatUtil.makeRotationEuler(zRotazion, 0, 0, 0, diff); modelToClip = FloatUtil.multMatrix(scale, zRotazion); } gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glUniformMatrix4fv(modelToClipMatrixUL, 1, false, modelToClip, 0); gl3.glDrawElements(GL_TRIANGLES, elementSize, GL_UNSIGNED_SHORT, 0); /** * The following line binds VAO and program to the default values, this is not a cheaper * binding, it costs always as a binding. Every binding means additional validation and * overhead, this may affect your performances. So you should avoid these calls, but remember * that OpenGL is a state machine, so what you left bound remains bound! */ // gl3.glBindVertexArray(0); // gl3.glUseProgram(0); /** * Check always any GL error, but keep in mind this is an implicit synchronization between CPU * and GPU, so you should use it only for debug purposes. */ checkError(gl3, "display"); }