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类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;
}
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;
}
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);
}
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;
}
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;
}
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);
}
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;
}
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;
}
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);
}
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);
}
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);
}
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);
}