private boolean initBuffer(GL4 gl4) { boolean validated = true; gl4.glGenBuffers(Buffer.MAX, bufferName); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData); gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW); BufferUtils.destroyDirectBuffer(elementBuffer); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData); gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW); BufferUtils.destroyDirectBuffer(vertexBuffer); gl4.glBindBuffer(GL_ARRAY_BUFFER, 0); int[] uniformBufferOffset = {0}; gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0); int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]); gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); gl4.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW); gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0); return validated; }
public GLBuffer(GLBufferTarget theTarget) { GL4 gl = GLGraphics.currentGL(); gl.glGenBuffers(1, GLBufferUtil.intBuffer()); _myID = GLBufferUtil.intBuffer().get(0); _myTarget = theTarget; bind(); unbind(); }
private boolean initVertexBuffer(GL4 gl4) { gl4.glGenBuffers(Buffer.MAX.ordinal(), bufferName, 0); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName[Buffer.ELEMENT.ordinal()]); ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData); gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName[Buffer.F64.ordinal()]); DoubleBuffer positionBuffer = GLBuffers.newDirectDoubleBuffer(positionData); gl4.glBufferData(GL_ARRAY_BUFFER, positionSize, positionBuffer, GL_STATIC_DRAW); gl4.glBindBuffer(GL_ARRAY_BUFFER, 0); return checkError(gl4, "initArrayBuffer"); }