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Java GL2GL3.glBufferData方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL2GL3.glBufferData方法的典型用法代码示例。如果您正苦于以下问题:Java GL2GL3.glBufferData方法的具体用法?Java GL2GL3.glBufferData怎么用?Java GL2GL3.glBufferData使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.jogamp.opengl.GL2GL3的用法示例。


在下文中一共展示了GL2GL3.glBufferData方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: load

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
@Override
public boolean load(RenderContext context, boolean force) {
    if (state == State.DISPOSED || state == State.UNINITIALIZED) return false;
    if (state == State.LOADED && !force) return false;

    GL2GL3 gl = context.getDrawable().getGL().getGL2GL3();

    gl.glBindBuffer(vbo.target, vbo.handle);
    gl.glBufferData(vbo.target, vertices.capacity() * 4L, vertices, usage);
    gl.glBindBuffer(vbo.target, 0);

    nVertices = vertices.capacity() / datatype.size;

    state = State.LOADED;
    return true;
}
 
开发者ID:sgs-us,项目名称:microtrafficsim,代码行数:17,代码来源:SingleFloatAttributeMesh.java

示例2: load

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
@Override
public boolean load(RenderContext context, boolean force) {
    if (state == State.DISPOSED || state == State.UNINITIALIZED) return false;
    if (state == State.LOADED && !force) return false;

    GL2GL3 gl = context.getDrawable().getGL().getGL2GL3();

    // vertices
    gl.glBindBuffer(vbo.target, vbo.handle);
    gl.glBufferData(vbo.target, vertices.capacity() * 4L, vertices, usage);
    gl.glBindBuffer(vbo.target, 0);

    // indices
    gl.glBindBuffer(ibo.target, ibo.handle);
    gl.glBufferData(ibo.target, indices.capacity() * 4L, indices, usage);
    gl.glBindBuffer(ibo.target, 0);

    state = State.LOADED;
    return true;
}
 
开发者ID:sgs-us,项目名称:microtrafficsim,代码行数:21,代码来源:SingleFloatAttributeIndexedMesh.java

示例3: renderOutline

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderOutline(GL2GL3 gl) {
	// The vertex list is just the closed loop of points
	if (lineWidth == 0) {
		return;
	}

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _vertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	if (!gl.isGLcore())
		gl.glLineWidth((float)lineWidth);
	else
		gl.glLineWidth(1.0f);

	gl.glDrawArrays(GL2GL3.GL_LINE_LOOP, 0, _points.size());

	gl.glLineWidth(1.0f);

}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:24,代码来源:Polygon.java

示例4: createVertexBufferObject

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
/**
 * Creates a vertex buffer object for use with a pipeline.
 *
 * @param gl Current OpenGL context
 * @param size Size in bytes of buffer
 * @return OpenGL handle to vertex buffer object
 * @throws NullPointerException if context is null
 * @throws IllegalArgumentException if size is negative
 */
/*@Nonnegative*/
protected static int createVertexBufferObject(/*@Nonnull*/ final GL2GL3 gl,
                                              /*@Nonnegative*/ final int size) {

    Check.notNull(gl, "GL cannot be null");
    Check.argument(size >= 0, "Size cannot be negative");

    // Generate
    final int[] handles = new int[1];
    gl.glGenBuffers(1, handles, 0);
    final int vbo = handles[0];

    // Allocate
    gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vbo);
    gl.glBufferData(
            GL2GL3.GL_ARRAY_BUFFER, // target
            size,                   // size
            null,                   // data
            GL2GL3.GL_STREAM_DRAW); // usage
    gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

    return vbo;
}
 
开发者ID:jedwards1211,项目名称:breakout,代码行数:33,代码来源:AbstractQuadPipeline.java

示例5: loadGPUAssets

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void loadGPUAssets(Renderer r) {

		GL2GL3 gl = r.getGL();

		int[] buffs = new int[1];
		gl.glGenBuffers(1, buffs, 0);
		vertBuff = buffs[0];

		progHandle = r.getShader(Renderer.ShaderHandle.SKYBOX).getProgramHandle();

		projMatVar = gl.glGetUniformLocation(progHandle, "projMat");
		invViewMatVar = gl.glGetUniformLocation(progHandle, "invViewMat");
		texVar = gl.glGetUniformLocation(progHandle, "tex");

		FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates
		verts.put(-0.5f); verts.put(-0.5f); verts.put(-0.5f);
		verts.put( 0.5f); verts.put(-0.5f); verts.put(-0.5f);
		verts.put( 0.5f); verts.put( 0.5f); verts.put(-0.5f);

		verts.put(-0.5f); verts.put(-0.5f); verts.put(-0.5f);
		verts.put( 0.5f); verts.put( 0.5f); verts.put(-0.5f);
		verts.put(-0.5f); verts.put( 0.5f); verts.put(-0.5f);

		verts.flip();
		gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff);
		gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW);

		gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

		isLoaded = true;
	}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:32,代码来源:Skybox.java

示例6: loadGPUSubLine

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void loadGPUSubLine(GL2GL3 gl, Renderer renderer, MeshData.SubLineData data) {

	Shader s = renderer.getShader(Renderer.ShaderHandle.DEBUG);

	assert (s.isGood());

	SubLine sub = new SubLine();
	sub._progHandle = s.getProgramHandle();

	int[] is = new int[1];
	gl.glGenBuffers(1, is, 0);
	sub._vertexBuffer = is[0];

	sub._numVerts = data.verts.size();

	sub._hull = data.hull;

	// Init vertices
	FloatBuffer fb = FloatBuffer.allocate(data.verts.size() * 3); //
	for (Vec3d v : data.verts) {
		RenderUtils.putPointXYZ(fb, v);
	}
	fb.flip();

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, sub._vertexBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, sub._numVerts * 3 * 4, fb, GL2GL3.GL_STATIC_DRAW);

	// Bind the shader variables
	sub._modelViewMatVar = gl.glGetUniformLocation(sub._progHandle, "modelViewMat");
	sub._projMatVar = gl.glGetUniformLocation(sub._progHandle, "projMat");

	sub._diffuseColor = new Color4d(data.diffuseColor);
	sub._colorVar = gl.glGetUniformLocation(sub._progHandle, "color");

	sub._cVar = gl.glGetUniformLocation(sub._progHandle, "C");
	sub._fcVar = gl.glGetUniformLocation(sub._progHandle, "FC");

	_subLines.add(sub);
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:40,代码来源:MeshProto.java

示例7: initStaticBuffers

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private static void initStaticBuffers(Renderer r) {
	GL2GL3 gl = r.getGL();

	int[] buffs = new int[3];
	gl.glGenBuffers(3, buffs, 0);
	vertBuff = buffs[0];
	texCoordBuff = buffs[1];
	normalBuff = buffs[2];

	FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates
	verts.put(-0.5f); verts.put(-0.5f); verts.put(0.0f);
	verts.put( 0.5f); verts.put(-0.5f); verts.put(0.0f);
	verts.put( 0.5f); verts.put( 0.5f); verts.put(0.0f);

	verts.put(-0.5f); verts.put(-0.5f); verts.put(0.0f);
	verts.put( 0.5f); verts.put( 0.5f); verts.put(0.0f);
	verts.put(-0.5f); verts.put( 0.5f); verts.put(0.0f);

	verts.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW);

	FloatBuffer texCoords = FloatBuffer.allocate(6*2); // 2 triangles * 2 coordinates

	texCoords.put(0.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(1.0f);

	texCoords.put(0.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(1.0f);
	texCoords.put(0.0f); texCoords.put(1.0f);

	texCoords.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, texCoordBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*2*4, texCoords, GL2GL3.GL_STATIC_DRAW);

	FloatBuffer normals = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates
	for (int i = 0; i < 6; ++i) {
		normals.put(0.0f); normals.put(0.0f); normals.put(1.0f);
	}

	normals.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, normalBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, normals, GL2GL3.GL_STATIC_DRAW);

	// Initialize the shader variables
	progHandle = r.getMeshShader(Renderer.DIFF_TEX_FLAG).getProgramHandle();

	modelViewMatVar = gl.glGetUniformLocation(progHandle, "modelViewMat");
	projMatVar = gl.glGetUniformLocation(progHandle, "projMat");
	normalMatVar = gl.glGetUniformLocation(progHandle, "normalMat");
	bindSpaceMatVar = gl.glGetUniformLocation(progHandle, "bindSpaceMat");
	bindSpaceNorMatVar = gl.glGetUniformLocation(progHandle, "bindSpaceNorMat");
	texVar = gl.glGetUniformLocation(progHandle, "diffuseTex");

	lightDirVar = gl.glGetUniformLocation(progHandle, "lightDir");
	lightIntVar = gl.glGetUniformLocation(progHandle, "lightIntensity");
	numLightsVar = gl.glGetUniformLocation(progHandle, "numLights");

	specColorVar = gl.glGetUniformLocation(progHandle, "specColor");
	ambientColorVar = gl.glGetUniformLocation(progHandle, "ambientColor");
	shininessVar = gl.glGetUniformLocation(progHandle, "shininess");

	cVar = gl.glGetUniformLocation(progHandle, "C");
	fcVar = gl.glGetUniformLocation(progHandle, "FC");

	lightDir[0] = 0;
	lightDir[1] = 0;
	lightDir[2] = -1;

	lightInt[0] = 1;

	staticInit = true;
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:75,代码来源:TextureView.java

示例8: initStaticBuffers

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private static void initStaticBuffers(Renderer r) {
	GL2GL3 gl = r.getGL();

	int[] buffs = new int[2];
	gl.glGenBuffers(2, buffs, 0);
	vertBuff = buffs[0];
	texCoordBuff = buffs[1];

	FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates
	verts.put(0.0f); verts.put(0.0f); verts.put(0.0f);
	verts.put(1.0f); verts.put(0.0f); verts.put(0.0f);
	verts.put(1.0f); verts.put(1.0f); verts.put(0.0f);

	verts.put(0.0f); verts.put(0.0f); verts.put(0.0f);
	verts.put(1.0f); verts.put(1.0f); verts.put(0.0f);
	verts.put(0.0f); verts.put(1.0f); verts.put(0.0f);

	verts.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW);

	FloatBuffer texCoords = FloatBuffer.allocate(6*2); // 2 triangles * 2 coordinates

	texCoords.put(0.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(1.0f);

	texCoords.put(0.0f); texCoords.put(0.0f);
	texCoords.put(1.0f); texCoords.put(1.0f);
	texCoords.put(0.0f); texCoords.put(1.0f);

	texCoords.flip();
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, texCoordBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*2*4, texCoords, GL2GL3.GL_STATIC_DRAW);

	// Initialize the shader variables
	progHandle = r.getShader(Renderer.ShaderHandle.OVERLAY_FLAT).getProgramHandle();

	texVar = gl.glGetUniformLocation(progHandle, "tex");
	hasTexVar = gl.glGetUniformLocation(progHandle, "useTex");
	sizeVar = gl.glGetUniformLocation(progHandle, "size");
	offsetVar = gl.glGetUniformLocation(progHandle, "offset");

	staticInit = true;
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:46,代码来源:OverlayTexture.java

示例9: renderArmature

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void renderArmature(int contextID, Renderer renderer, Mat4d modelViewMat,
                                  Armature arm, ArrayList<Mat4d> pose, Color4d color, Camera cam) {

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();

	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color.toFloats(), 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	ArrayList<Armature.Bone> bones = arm.getAllBones();
	//Build up the list of bone vertices
	Vec4d[] vects = new Vec4d[bones.size() * 2];
	for (int i = 0; i < bones.size(); ++i) {
		Armature.Bone b = bones.get(i);

		Vec4d boneStart = new Vec4d(0, 0, 0, 1);
		boneStart.mult4(b.getMatrix(), boneStart);

		Vec4d boneEnd = new Vec4d(0, b.getLength(), 0, 1);
		boneEnd.mult4(b.getMatrix(), boneEnd);

		if (pose != null) {
			// Adjust the bone by the current pose
			Mat4d poseMat = pose.get(i);

			boneStart.mult4(poseMat, boneStart);
			boneEnd.mult4(poseMat, boneEnd);
		}

		vects[2*i + 0] = boneStart;
		vects[2*i + 1] = boneEnd;
	}

	// Now push it to the card
	FloatBuffer fb = FloatBuffer.allocate(vects.length * 3);
	for (Vec4d v : vects) {
		RenderUtils.putPointXYZ(fb, v);
	}
	fb.flip();

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDisable(GL2GL3.GL_DEPTH_TEST);
	gl.glDrawArrays(GL2GL3.GL_LINES, 0, fb.limit() / 3);
	gl.glEnable(GL2GL3.GL_DEPTH_TEST);

	gl.glLineWidth(1.0f);

	gl.glBindVertexArray(0);

}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:73,代码来源:DebugUtils.java

示例10: renderFill

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderFill(GL2GL3 gl) {

		gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _vertBuffer);
		gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);

		gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

		gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

		gl.glDrawArrays(GL2GL3.GL_TRIANGLE_FAN, 0, _points.size() + 2);

	}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:13,代码来源:Polygon.java

示例11: renderLine

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
/**
 * Render a number of lines segments from the points provided
 * @param vaoMap
 * @param renderer
 * @param lineSegments - pairs of discontinuous line start and end points
 * @param color
 * @param cam
 */
public static void renderLine(int contextID, Renderer renderer,
           FloatBuffer lineSegments, float[] color, double lineWidth, Camera cam) {

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();
	Mat4d modelViewMat = new Mat4d();
	cam.getViewMat4d(modelViewMat);


	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color, 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	if (!gl.isGLcore())
		gl.glLineWidth((float)lineWidth);
	else
		gl.glLineWidth(1.0f);

	// Build up a float buffer to pass to GL

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, lineSegments.limit() * 4, lineSegments, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDrawArrays(GL2GL3.GL_LINES, 0, lineSegments.limit() / 3);

	gl.glLineWidth(1.0f);

	gl.glBindVertexArray(0);
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:57,代码来源:DebugUtils.java

示例12: renderPoints

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
/**
 * Render a list of points
 * @param vaoMap
 * @param renderer
 * @param points
 * @param color
 * @param pointWidth
 * @param cam
 */
public static void renderPoints(int contextID, Renderer renderer,
           FloatBuffer points, float[] color, double pointWidth, Camera cam) {

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();
	Mat4d modelViewMat = new Mat4d();
	cam.getViewMat4d(modelViewMat);


	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color, 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	gl.glPointSize((float)pointWidth);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, points.limit() * 4, points, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDrawArrays(GL2GL3.GL_POINTS, 0, points.limit() / 3);

	gl.glPointSize(1.0f);

	gl.glBindVertexArray(0);
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:53,代码来源:DebugUtils.java


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