本文整理汇总了Java中com.jogamp.opengl.GL2GL3.glGenBuffers方法的典型用法代码示例。如果您正苦于以下问题:Java GL2GL3.glGenBuffers方法的具体用法?Java GL2GL3.glGenBuffers怎么用?Java GL2GL3.glGenBuffers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.glGenBuffers方法的8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: init
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void init(Renderer r, GL2GL3 gl) {
int[] is = new int[1];
gl.glGenBuffers(1, is, 0);
_vertBuffer = is[0];
Shader s = r.getShader(ShaderHandle.DEBUG);
_progHandle = s.getProgramHandle();
gl.glUseProgram(_progHandle);
_modelViewMatVar = gl.glGetUniformLocation(_progHandle, "modelViewMat");
_projMatVar = gl.glGetUniformLocation(_progHandle, "projMat");
_colorVar = gl.glGetUniformLocation(_progHandle, "color");
_cVar = gl.glGetUniformLocation(_progHandle, "C");
_fcVar = gl.glGetUniformLocation(_progHandle, "FC");
_posVar = gl.glGetAttribLocation(_progHandle, "position");
_hasInitialized = true;
}
示例2: 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3: 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4: 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5: allocateBuffer
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public BufferHandle allocateBuffer(int size, GL2GL3 gl) {
int[] i = new int[1];
gl.glGenBuffers(1, i, 0);
int glBufferID = i[0];
renderer.usingVRAM(size);
BufferHandle h = new BufferHandle(glBufferID, size, this);
allocatedBuffers.add(h);
return h;
}
示例6: setupBuffer
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void setupBuffer(GL2GL3 gl) {
// Create an OpenGL buffer
int[] buffs = new int[1];
gl.glGenBuffers(1, buffs, 0);
_glVertBuffer = buffs[0];
_glBufferDirty = true;
}
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;
}