/** * Constructor that creates a Vertex Buffer Object with the specified GLSL attributes. (typically * location, texture coordinates, normals, etc.) * * @param gl The global openGL instance. * @param attribs One or more attributes that represent this VBO, @see GLSLAttrib */ public VBO(GL3 gl, GLSLAttrib... attribs) { this.attribs = attribs; // Generate a new internal OpenGL VBO pointer this.vboPointer = Buffers.newDirectIntBuffer(1); gl.glGenVertexArrays(1, this.vboPointer); gl.glBindVertexArray(this.vboPointer.get(0)); // Generate a new internal OpenGL Array Buffer pointer this.bufferPointer = Buffers.newDirectIntBuffer(1); gl.glGenBuffers(1, this.bufferPointer); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, this.bufferPointer.get(0)); // Allocate enough memory int size = 0; for (final GLSLAttrib attrib : attribs) { size += attrib.buffer.capacity() * Buffers.SIZEOF_FLOAT; } gl.glBufferData(GL3.GL_ARRAY_BUFFER, size, (Buffer) null, GL3.GL_STATIC_DRAW); // Copy the GLSL Attribute data into the internal OpenGL buffer int nextStart = 0; for (final GLSLAttrib attrib : attribs) { gl.glBufferSubData( GL3.GL_ARRAY_BUFFER, nextStart, attrib.buffer.capacity() * Buffers.SIZEOF_FLOAT, attrib.buffer); nextStart += attrib.buffer.capacity() * Buffers.SIZEOF_FLOAT; } }