/** * maps all or part of the data store of a buffer object into the client's address space. offset * and length indicate the range of data in the buffer object that is to be mapped, in terms of * basic machine units. access is a bitfield containing flags which describe the requested * mapping. These flags are described below. * * <p>If no error occurs, a pointer to the beginning of the mapped range is returned once all * pending operations on that buffer have completed, and may be used to modify and/or query the * corresponding range of the buffer, according to the following flag bits set in access: * * <ul> * <li>{@linkplain #MAP_READ_BIT} * <li>{@linkplain #MAP_WRITE_BIT} * </ul> * * Furthermore, the following optional flag bits in access may be used to modify the mapping: * * <ul> * <li>{@linkplain #MAP_INVALIDATE_RANGE_BIT} * <li>{@linkplain #MAP_INVALIDATE_BUFFER_BIT} * <li>{@linkplain #MAP_FLUSH_EXPLICIT_BIT} * <li>{@linkplain #MAP_UNSYNCHRONIZED_BIT} * </ul> * * <p>If an error occurs, glMapBufferRange returns a NULL pointer. If no error occurs, the * returned pointer will reflect an alignment of at least GL_MIN_MAP_BUFFER_ALIGNMENT basic * machine units. The value of GL_MIN_MAP_BUFFER_ALIGNMENT can be retrieved by calling glGet with * pname set to GL_MIN_MAP_BUFFER_ALIGNMENT and must be a power of two that is at least 64. * Subtracting offset from this returned pointed will always produce a multiple of * GL_MIN_MAP_BUFFER_ALINMENT. */ public ByteBuffer mapRange(int theOffset, int theLength, int theAccess) { bind(); GL4 gl = GLGraphics.currentGL(); ByteBuffer myResult = gl.glMapBufferRange(_myTarget.glID, theOffset, theLength, theAccess); // unbind(); return myResult; }
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, windowSize.x, windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, new float[] {1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase( GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance( GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }