private void drawPlayerIcons(final Player player, double elapsedMillis) { quadVao.bind(); playerTexture.bind(0); uiShader.use(); final FloatBuffer matrixBuffer = BufferUtils.createFloatBuffer(16); Matrix4f projectionMatrix = new Matrix4f().setOrtho(0, windowWidth, windowHeight, 0, -1, 1); for (int i = 0; i < player.numLives(); i++) { final Matrix4f mat = new Matrix4f(); mat.identity(); mat.translate((float) windowWidth - 100 - i * 60f, 60, 0); mat.translate(25, 25, 0); mat.scale(25, 25, 1); Matrix4f tmp = new Matrix4f(projectionMatrix).mul(mat); tmp.get(matrixBuffer); uiShader.setUniformMatrixF("projMatrix", matrixBuffer); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6); } playerTexture.unbind(); quadVao.unbind(); }
@Deprecated public void renderUISprite(Rectangle rect, Texture image, boolean hFlip, boolean vFlip) { GL20.glUseProgram(spriteShaderProgram.getProgramId()); // Remember to change this calculation when I change the size of the flatplane Matrix4f modelMatrix = Matrix4f.translation(rect.getX(), rect.getY(), 0) .multiply(Matrix4f.scale(rect.getWidth(), rect.getHeight(), 1f)); spriteVAO.bind(); image.bind(); // GL30.glBindVertexArray(flatPlane.getVaoId()); GL20.glUniformMatrix4fv( spriteShaderProgram.getUniform("mvpMatrix").getLocation(), false, modelMatrix.toBuffer()); GL20.glUniform1i( spriteShaderProgram.getUniform("horizontalFlip").getLocation(), (hFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL20.glUniform1i( spriteShaderProgram.getUniform("verticalFlip").getLocation(), (vFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL20.glUniform1i(spriteShaderProgram.getUniform("sprite").getLocation(), 0); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, SPRITE_NUM_VERTICES); }
public void drawTriangleArray(Mesh.Mode mode, int count, int vertCount) { if (count > 1) { throw new UnsupportedOperationException(); } glDrawArrays(convertElementMode(mode), 0, vertCount); }
public void render(int mode) { if (vertices != null) glEnableClientState(GL_VERTEX_ARRAY); if (normals != null) glEnableClientState(GL_NORMAL_ARRAY); if (colors != null) glEnableClientState(GL_COLOR_ARRAY); if (texCoords != null) glEnableClientState(GL_TEXTURE_COORD_ARRAY); bindVBO(); if (vertices != null) glVertexPointer(sizeV, GL_FLOAT, stride * 4, offV * 4); if (normals != null) glNormalPointer(GL_FLOAT, stride * 4, offN * 4); if (colors != null) glColorPointer(sizeC, GL_FLOAT, stride * 4, offC * 4); if (texCoords != null) glTexCoordPointer(sizeT, GL_FLOAT, stride * 4, offT * 4); if (indices != null) { bindIND(); glDrawRangeElements(mode, 0, indices.length, indices.length, GL_UNSIGNED_INT, 0); } else { glDrawArrays(mode, 0, vertices.length); } if (vertices != null) glDisableClientState(GL_VERTEX_ARRAY); if (normals != null) glDisableClientState(GL_NORMAL_ARRAY); if (colors != null) glDisableClientState(GL_COLOR_ARRAY); if (texCoords != null) glDisableClientState(GL_TEXTURE_COORD_ARRAY); }
public void renderAnimationFrame( Transform transform, int frame, Texture tex, boolean horizontalFlip) { GL20.glUseProgram(animSpriteShaderProgram.getProgramId()); spriteVAO.bind(); // GL30.glBindVertexArray(flatPlane.getVaoId()); Matrix4f finalMatrix = rs.getCamera() .getProjectionMatrix() .multiply(rs.getCamera().getWorldMatrix().multiply(transform.toMatrix())); // Diffuse Texture GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, tex.getTextureId()); GL20.glUniformMatrix4fv( animSpriteShaderProgram.getUniform("mvpMatrix").getLocation(), false, finalMatrix.toBuffer()); GL20.glUniform1i(animSpriteShaderProgram.getUniform("diffuseTextureAtlas").getLocation(), 0); GL20.glUniform1i(animSpriteShaderProgram.getUniform("currentFrame").getLocation(), frame); GL20.glUniform1i( animSpriteShaderProgram.getUniform("horizontalFlip").getLocation(), (horizontalFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, SPRITE_NUM_VERTICES); }
/** R_DrawParticles */ void R_DrawParticles() { if (gl_ext_pointparameters.value != 0.0f && qglPointParameterfEXT) { // GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(3, 0, particle_t.vertexArray); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glColorPointer(4, true, 0, particle_t.getColorAsByteBuffer()); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glPointSize(gl_particle_size.value); GL11.glDrawArrays(GL11.GL_POINTS, 0, r_newrefdef.num_particles); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); // GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); } else { GL_DrawParticles(r_newrefdef.num_particles); } }
public void renderSprite(Transform transform, Texture texture, boolean hFlip, boolean vFlip) { GL20.glUseProgram(spriteShaderProgram.getProgramId()); spriteVAO.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureId()); Matrix4f finalMatrix = rs.getCamera() .getProjectionMatrix() .multiply(rs.getCamera().getWorldMatrix().multiply(transform.toMatrix())); GL20.glUniformMatrix4fv( spriteShaderProgram.getUniform("mvpMatrix").getLocation(), false, finalMatrix.toBuffer()); GL20.glUniform1i( spriteShaderProgram.getUniform("horizontalFlip").getLocation(), (hFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL20.glUniform1i( spriteShaderProgram.getUniform("verticalFlip").getLocation(), (vFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL20.glUniform1i(spriteShaderProgram.getUniform("sprite").getLocation(), 0); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, SPRITE_NUM_VERTICES); }
public void display(long deltaTime) { Display.sync(60); elapsedTime += deltaTime; if (Display.wasResized()) resize(); float[] offsets = computePositionOffsets(0, 0, deltaTime); float xOffset = offsets[0]; float yOffset = offsets[1]; adjustVertexData(xOffset, yOffset); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(program); glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glUseProgram(0); Display.update(); // calls (among other things) swapBuffers() }
public void draw() { glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE * 4, 0); glDrawArrays(GL_TRIANGLES, 0, size); glDisableVertexAttribArray(0); }
@Override public void draw(Program program) { glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glDrawArrays(GL_TRIANGLES, 0, 6 * 2 * 3); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); }
private static void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); glUseProgram(currentShaderProgram); glLight( GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(camera.x(), camera.y(), camera.z(), 1)); glDrawArrays(GL_TRIANGLES, 0, model.faces.size() * 3); }
public static void glDrawArraysWrapper(int mode, int first, int count, ShortBuffer shortBuffer) { if (entityAttrib >= 0) { ARBVertexProgram.glEnableVertexAttribArrayARB(entityAttrib); ARBVertexProgram.glVertexAttribPointerARB( entityAttrib, 2, false, false, 4, (ShortBuffer) shortBuffer.position(0)); } GL11.glDrawArrays(mode, first, count); if (entityAttrib >= 0) { ARBVertexProgram.glDisableVertexAttribArrayARB(entityAttrib); } }
public void render(Camera camera) { shader.start(); shader.loadViewMatrix(camera); GL30.glBindVertexArray(cube.getVaoID()); GL20.glEnableVertexAttribArray(0); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, cube.getVertexCount()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); shader.stop(); }
public void render() { if (((ViewerContainer3D) v.getContainer()).getPbuffer() != currentPbuffer) { for (int i = 0; i < vbo.length; i++) { vbo[i] = -1; selectedVbo[i] = -1; } currentPbuffer = ((ViewerContainer3D) v.getContainer()).getPbuffer(); } for (int i = 0; i < tubes.length; i++) { if (hidden[i]) continue; int vbo; if (!selected[i]) { if (this.vbo[i] == -1) { Color c = colors[i]; GL15.glDeleteBuffers(this.vbo[i]); this.vbo[i] = createTubeVbo(i, colors[i]); } vbo = this.vbo[i]; } else { if (this.selectedVbo[i] == -1) { Color c = selectedColors[i]; GL15.glDeleteBuffers(this.selectedVbo[i]); this.selectedVbo[i] = createTubeVbo(i, selectedColors[i]); } vbo = this.selectedVbo[i]; } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glColorPointer(3, GL11.GL_FLOAT, vertexStride, colorPointer); GL11.glVertexPointer(3, GL11.GL_FLOAT, vertexStride, vertexPointer); GL11.glNormalPointer(GL11.GL_FLOAT, vertexStride, normalPointer); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, totalNumVerts[i]); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); GL11.glDisable(GL11.GL_COLOR_MATERIAL); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 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(); }
private void renderGL() { glClear(GL_COLOR_BUFFER_BIT); // draw slices if (!syncGLtoCL) { glWaitSync(glFenceFromCLEvent, 0, 0); glDeleteSync(glFenceFromCLEvent); glFenceFromCLEvent = NULL; int errcode = clReleaseEvent(clEvent); clEvent = NULL; checkCLError(errcode); } glBindTexture(GL_TEXTURE_2D, glTexture); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }
/** * Renders the various attributes on screen * * @param size * @param position * @param rotMat */ public void render( final Vector3<Float> size, final Vector3<Float> position, final Quaternion rotation) { try { boolean recalculate = false; if (!size.equals(lastSize)) { this.lastSize.set(size); recalculate = true; } if (!this.lastPosition.equals(position)) { this.lastPosition.set(position); recalculate = true; } if (!this.lastRot.equals(rotation)) { this.lastRot.set(rotation); recalculate = true; } // Only do the calculations when it has been changed if (recalculate) { Matrix4x4 mat = Matrix4x4.identityMatrix(); mat = Matrix4x4.scale(mat, size); Matrix4x4 pos = Matrix4x4.identityMatrix(); pos.translate(position); mat = Matrix4x4.multiply(pos, mat); this.lastMat.set(Matrix4x4.multiply(mat, Quaternion.quaternionToMatrix(rotation))); } glUseProgram(AssetManager.getProgram(this.program)); glBindVertexArray(AssetManager.getMeshVao(this.mesh)); glEnableVertexAttribArray(0); glUniformMatrix4fv(this.glPos, true, this.lastMat.getRawData()); if (this.texture != -1) { glBindTexture(GL_TEXTURE_2D, AssetManager.getTexture(this.texture)); } glDrawArrays(GL_TRIANGLES, 0, AssetManager.getMeshSize(this.mesh)); glDisableVertexAttribArray(0); glBindVertexArray(0); } catch (AssetManager.AssetNotFoundException ex) { Logger.getLogger(Renderer.class.getName()).log(Level.SEVERE, null, ex); } }
public void render(List<GuiTexture> guis) { shader.start(); GL30.glBindVertexArray(quad.getVaoID()); GL20.glEnableVertexAttribArray(0); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_DEPTH_TEST); for (GuiTexture gui : guis) { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, gui.getTexture()); Matrix4f matrix = Maths.createTransformationMatrix(gui.getPosition(), gui.getScale()); shader.loadTransformation(matrix); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, quad.getVertexCount()); } GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); shader.stop(); }
private static void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); cam.applyTranslations(); glUseProgram(shaderProgram); glLight(GL_LIGHT0, GL_POSITION, asFloatBuffer(cam.x(), cam.y(), cam.z(), 1)); glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle); glVertexPointer(3, GL_FLOAT, 0, 0L); glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle); glNormalPointer(GL_FLOAT, 0, 0L); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glColor3f(0.4f, 0.27f, 0.17f); glMaterialf(GL_FRONT, GL_SHININESS, 10f); glDrawArrays(GL_TRIANGLES, 0, model.faces.size() * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glUseProgram(0); }
@Override public void render() { GL11.glPushMatrix(); GL11.glTranslatef(transform[0], transform[1], 0.0f); GL11.glRotatef((float) Math.toDegrees(transform[2]), 0, 0, 1); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); ARBBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, verticesBufferID); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); ARBBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, normalsBufferID); GL11.glNormalPointer(GL11.GL_FLOAT, 0, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, triangleCount * 3); GL11.glPopMatrix(); }
public void draw() { if (vertexVBO != null) { GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); } if (colourVBO != null) { GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); } if (textureVBO != null) { GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } GL11.glDrawArrays(GL11.GL_QUADS, 0, getNumElements()); if (vertexVBO != null) { GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } if (colourVBO != null) { GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); } if (textureVBO != null) { GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } }
private void renderMeshDefault(Mesh mesh, int lod, int count) { VertexBuffer indices = null; VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData); if (interleavedData != null && interleavedData.isUpdateNeeded()) { updateBufferData(interleavedData); } if (mesh.getNumLodLevels() > 0) { indices = mesh.getLodLevel(lod); } else { indices = mesh.getBuffer(Type.Index); } for (VertexBuffer vb : mesh.getBufferList().getArray()) { if (vb.getBufferType() == Type.InterleavedData || vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers || vb.getBufferType() == Type.Index) { continue; } if (vb.getStride() == 0) { // not interleaved setVertexAttrib(vb); } else { // interleaved setVertexAttrib(vb, interleavedData); } } if (indices != null) { drawTriangleList(indices, mesh, count); } else { glDrawArrays(convertElementMode(mesh.getMode()), 0, mesh.getVertexCount()); } // TODO: Fix these to use IDList?? clearVertexAttribs(); clearTextureUnits(); resetFixedFuncBindings(); }
/** @Info fait le rendu du vbo */ public void renderVBO() { glBindBuffer(GL_ARRAY_BUFFER, vboID); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, (3 + 4) * FLOAT_SIZE, 0); glColorPointer(4, GL_FLOAT, (3 + 4) * FLOAT_SIZE, 3 * FLOAT_SIZE); // x,y,z,r,g,b,a,nx,ny,nz // glVertexPointer(3, GL_FLOAT, (3 + 4 + 3) * FLOAT_SIZE, 0); // glColorPointer(4, GL_FLOAT, (3 + 4 + 3) * FLOAT_SIZE, 3 * FLOAT_SIZE); // glNormalPointer(4, GL_FLOAT, (3 + 4 + 3) * FLOAT_SIZE, (3 + 4) * FLOAT_SIZE); // glVertexAttribPointer(0,3,GL_FLOAT,false,7 * 4,0); // glVertexAttribPointer(1,4,GL_FLOAT,false,7 * 4,12); glDrawArrays(GL_QUADS, 0, bufferSize); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); }
public void glDrawArrays(int mode, int first, int count) { GL11.glDrawArrays(mode, first, count); }
public int draw() { if (!this.isDrawing) { throw new IllegalStateException("Not tesselating!"); } else { this.isDrawing = false; if (this.vertexCount > 0) { this.intBuffer.clear(); this.intBuffer.put(this.rawBuffer, 0, this.rawBufferIndex); this.byteBuffer.position(0); this.byteBuffer.limit(this.rawBufferIndex * 4); if (this.useVBO) { this.vboIndex = (this.vboIndex + 1) % this.vboCount; ARBVertexBufferObject.glBindBufferARB( ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, this.vertexBuffers.get(this.vboIndex)); ARBVertexBufferObject.glBufferDataARB( ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, this.byteBuffer, ARBVertexBufferObject.GL_STREAM_DRAW_ARB); } if (this.hasTexture) { if (this.useVBO) { GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 32, 12L); } else { this.floatBuffer.position(3); GL11.glTexCoordPointer(2, 32, this.floatBuffer); } GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); // Spout Start if (textureOverride > 0) GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureOverride); // Spout End } if (this.hasBrightness) { OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapEnabled); if (this.useVBO) { GL11.glTexCoordPointer(2, GL11.GL_SHORT, 32, 28L); } else { this.shortBuffer.position(14); GL11.glTexCoordPointer(2, 32, this.shortBuffer); } GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapDisabled); } if (this.hasColor) { if (this.useVBO) { GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 32, 20L); } else { this.byteBuffer.position(20); GL11.glColorPointer(4, true, 32, this.byteBuffer); } GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); } if (this.hasNormals) { if (this.useVBO) { GL11.glNormalPointer(GL11.GL_UNSIGNED_BYTE, 32, 24L); } else { this.byteBuffer.position(24); GL11.glNormalPointer(32, this.byteBuffer); } GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); } if (this.useVBO) { GL11.glVertexPointer(3, GL11.GL_FLOAT, 32, 0L); } else { this.floatBuffer.position(0); GL11.glVertexPointer(3, 32, this.floatBuffer); } GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); if (this.drawMode == 7 && convertQuadsToTriangles) { GL11.glDrawArrays(4, 0, this.vertexCount); } else { GL11.glDrawArrays(this.drawMode, 0, this.vertexCount); } GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); if (this.hasTexture) { GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } if (this.hasBrightness) { OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapEnabled); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapDisabled); } if (this.hasColor) { GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); } if (this.hasNormals) { GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); } } int var1 = this.rawBufferIndex * 4; this.reset(); return var1; } }
/** Draws the data set up in this tessellator and resets the state to prepare for new drawing. */ public int draw() { if (!isDrawing) { throw new IllegalStateException("Not tesselating!"); } isDrawing = false; if (vertexCount > 0) { intBuffer.clear(); intBuffer.put(rawBuffer, 0, rawBufferIndex); byteBuffer.position(0); byteBuffer.limit(rawBufferIndex * 4); if (useVBO) { vboIndex = (vboIndex + 1) % vboCount; ARBVertexBufferObject.glBindBufferARB( ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vertexBuffers.get(vboIndex)); ARBVertexBufferObject.glBufferDataARB( ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, byteBuffer, ARBVertexBufferObject.GL_STREAM_DRAW_ARB); } if (hasTexture) { if (useVBO) { GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 32, 12L); } else { floatBuffer.position(3); GL11.glTexCoordPointer(2, 32, floatBuffer); } GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } if (hasBrightness) { OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit); if (useVBO) { GL11.glTexCoordPointer(2, GL11.GL_SHORT, 32, 28L); } else { shortBuffer.position(14); GL11.glTexCoordPointer(2, 32, shortBuffer); } GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); } if (hasColor) { if (useVBO) { GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 32, 20L); } else { byteBuffer.position(20); GL11.glColorPointer(4, true, 32, byteBuffer); } GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); } if (hasNormals) { if (useVBO) { GL11.glNormalPointer(GL11.GL_UNSIGNED_BYTE, 32, 24L); } else { byteBuffer.position(24); GL11.glNormalPointer(32, byteBuffer); } GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); } if (useVBO) { GL11.glVertexPointer(3, GL11.GL_FLOAT, 32, 0L); } else { floatBuffer.position(0); GL11.glVertexPointer(3, 32, floatBuffer); } GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); if (drawMode == 7 && convertQuadsToTriangles) { GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexCount); } else { GL11.glDrawArrays(drawMode, 0, vertexCount); } GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); if (hasTexture) { GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } if (hasBrightness) { OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); } if (hasColor) { GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); } if (hasNormals) { GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY); } } int i = rawBufferIndex * 4; reset(); return i; }
public void draw() { if (ibo > 0) glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_BYTE, 0); else glDrawArrays(GL_TRIANGLES, 0, count); }
public int func_982_a() { if (!field_1488_w) { throw new IllegalStateException("Not tesselating!"); } if (renderingChunk && subTessellators.length > 0) { boolean flag = false; for (int j = 0; j < subTessellators.length; j++) { int k = subTextures[j]; if (k <= 0) { break; } Tessellator tessellator = subTessellators[j]; if (tessellator.field_1488_w) { GL11.glBindTexture(3553, k); tessellator.func_982_a(); flag = true; } } if (flag) { GL11.glBindTexture(3553, getTerrainTexture()); } } field_1488_w = false; if (field_1505_h > 0) { field_1508_e.clear(); field_1508_e.put(field_1506_g, 0, field_1498_o); field_1509_d.position(0); field_1509_d.limit(field_1498_o * 4); if (field_1487_x) { field_1485_z = (field_1485_z + 1) % field_1496_A; ARBVertexBufferObject.glBindBufferARB(34962, field_1486_y.get(field_1485_z)); ARBVertexBufferObject.glBufferDataARB(34962, field_1509_d, 35040); } if (field_1500_m) { if (field_1487_x) { GL11.glTexCoordPointer(2, 5126, 32, 12L); } else { field_1507_f.position(3); GL11.glTexCoordPointer(2, 32, field_1507_f); } GL11.glEnableClientState(32888); } if (field_35838_p) { OpenGlHelper.func_40451_b(OpenGlHelper.field_40455_b); if (field_1487_x) { GL11.glTexCoordPointer(2, 5122, 32, 28L); } else { field_35836_g.position(14); GL11.glTexCoordPointer(2, 32, field_35836_g); } GL11.glEnableClientState(32888); OpenGlHelper.func_40451_b(OpenGlHelper.field_40457_a); } if (field_1501_l) { if (field_1487_x) { GL11.glColorPointer(4, 5121, 32, 20L); } else { field_1509_d.position(20); GL11.glColorPointer(4, true, 32, field_1509_d); } GL11.glEnableClientState(32886); } if (field_1499_n) { if (field_1487_x) { GL11.glNormalPointer(5121, 32, 24L); } else { field_1509_d.position(24); GL11.glNormalPointer(32, field_1509_d); } GL11.glEnableClientState(32885); } if (field_1487_x) { GL11.glVertexPointer(3, 5126, 32, 0L); } else { field_1507_f.position(0); GL11.glVertexPointer(3, 32, field_1507_f); } GL11.glEnableClientState(32884); if (field_1493_r == 7 && field_1511_b) { GL11.glDrawArrays(4, 0, field_1505_h); } else { GL11.glDrawArrays(field_1493_r, 0, field_1505_h); } GL11.glDisableClientState(32884); if (field_1500_m) { GL11.glDisableClientState(32888); } if (field_35838_p) { OpenGlHelper.func_40451_b(OpenGlHelper.field_40455_b); GL11.glDisableClientState(32888); OpenGlHelper.func_40451_b(OpenGlHelper.field_40457_a); } if (field_1501_l) { GL11.glDisableClientState(32886); } if (field_1499_n) { GL11.glDisableClientState(32885); } } int i = field_1498_o * 4; func_985_d(); return i; }