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Java GL4.glBindBuffer方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glBindBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindBuffer方法的具体用法?Java GL4.glBindBuffer怎么用?Java GL4.glBindBuffer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.GL4的用法示例。


在下文中一共展示了GL4.glBindBuffer方法的15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: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initVertexArray(GL4 gl4) {

        // create and bind a VAO to hold state for this model
        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));

        gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));

        // Identify the components in the vertex buffer
        gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
        gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 3, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
                RenderModel_Vertex_t.OFFSET_POSITION);
        gl4.glEnableVertexAttribArray(Semantic.Attr.NORMAL);
        gl4.glVertexAttribPointer(Semantic.Attr.NORMAL, 3, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
                RenderModel_Vertex_t.OFFSET_NORMAL);
        gl4.glEnableVertexAttribArray(Semantic.Attr.TEXT_COORD);
        gl4.glVertexAttribPointer(Semantic.Attr.TEXT_COORD, 2, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
                RenderModel_Vertex_t.OFFSET_TEXT_COORD);

        gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

        gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));

        gl4.glBindVertexArray(0);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:26,代码来源:Model.java

示例2: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initVertexArray(GL4 gl4) {

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));

        gl4.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferName.get(0));

        int stride = 2 * 3 * Float.BYTES;
        int offset = 0;

        gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
        gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 3, GL_FLOAT, false, stride, offset);

        offset += Vec3.SIZE;
        gl4.glEnableVertexAttribArray(Semantic.Attr.COLOR);
        gl4.glVertexAttribPointer(Semantic.Attr.COLOR, 3, GL_FLOAT, false, stride, offset);

        gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
        gl4.glBindVertexArray(0);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:21,代码来源:AxisLineControllers.java

示例3: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);

        gl4.glGenBuffers(Buffer.MAX, bufferName);

        gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
        gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
        gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        int uniformBlockSize = Math.max(Transform.SIZE, uniformBufferOffset.get(0));

        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        gl4.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW);
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);

        BufferUtils.destroyDirectBuffer(vertexBuffer);
        BufferUtils.destroyDirectBuffer(uniformBufferOffset);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:24,代码来源:Gl_400_texture_cube.java

示例4: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
            gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
            gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
        }
        gl4.glBindVertexArray(0);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:18,代码来源:Gl_420_sampler_fetch.java

示例5: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(viewMat4()).mul(model);

    gl4.glViewport(0, 0, windowSize.x, windowSize.y);

    gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));

    gl4.glUseProgram(programName);
    gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
    gl4.glUniform4f(uniformDiffuse, 1.0f, 0.5f, 0.0f, 1.0f);

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:25,代码来源:Gl_400_primitive_instanced.java

示例6: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
            gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
            gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);

            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
        }
        gl4.glBindVertexArray(0);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:20,代码来源:Gl_420_texture_conversion.java

示例7: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.ARRAY));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, glf.Vertex_v2fc4ub.SIZE, 0);
            gl4.glVertexAttribPointer(Semantic.Attr.COLOR, 4, GL_UNSIGNED_BYTE, true, glf.Vertex_v2fc4ub.SIZE, Vec2.SIZE);
            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
            gl4.glEnableVertexAttribArray(Semantic.Attr.COLOR);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
        }
        gl4.glBindVertexArray(0);

        return checkError(gl4, "initVertexArray");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:17,代码来源:Gl_400_primitive_smooth_shading.java

示例8: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {

        boolean validated = true;

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0, 0);

            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
        }
        gl4.glBindVertexArray(0);

        return validated;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:17,代码来源:Gl_420_buffer_uniform.java

示例9: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        // Generate a buffer object
        gl4.glGenBuffers(Buffer.MAX, bufferName);

        gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
        gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
        BufferUtils.destroyDirectBuffer(vertexBuffer);
        gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

        int[] uniformBufferOffset = {0};
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]);

        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT
                | GL_MAP_COHERENT_BIT);
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);

        return checkError(gl4, "initBuffer");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:23,代码来源:Gl_440_sampler_wrap.java

示例10: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, glf.Vertex_v2fv2f.SIZE, 0);
            gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, glf.Vertex_v2fv2f.SIZE, Vec2.SIZE);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
            gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);

            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
        }
        gl4.glBindVertexArray(0);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:20,代码来源:Gl_500_multi_draw_indirect_arb.java

示例11: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        boolean validated = true;

        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);

        gl4.glGenBuffers(Buffer.MAX, bufferName);

        gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
        gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
        gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

        gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
        gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
        gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        gl4.glBufferData(GL_UNIFORM_BUFFER, Mat4.SIZE, null, GL_DYNAMIC_DRAW);
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);

        BufferUtils.destroyDirectBuffer(elementBuffer);
        BufferUtils.destroyDirectBuffer(vertexBuffer);

        return validated;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:27,代码来源:Gl_420_test_depth_conservative.java

示例12: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initVertexArray(GL4 gl4) {

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));

        gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));

        gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
        gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, VertexDataLens.SIZE,
                VertexDataLens.OFFSET_POSITION);

        gl4.glEnableVertexAttribArray(Semantic.Attr.UV_RED);
        gl4.glVertexAttribPointer(Semantic.Attr.UV_RED, 2, GL_FLOAT, false, VertexDataLens.SIZE,
                VertexDataLens.OFFSET_TEX_COORD_RED);

        gl4.glEnableVertexAttribArray(Semantic.Attr.UV_GREEN);
        gl4.glVertexAttribPointer(Semantic.Attr.UV_GREEN, 2, GL_FLOAT, false, VertexDataLens.SIZE,
                VertexDataLens.OFFSET_TEX_COORD_GREEN);

        gl4.glEnableVertexAttribArray(Semantic.Attr.UV_BLUE);
        gl4.glVertexAttribPointer(Semantic.Attr.UV_BLUE, 2, GL_FLOAT, false, VertexDataLens.SIZE,
                VertexDataLens.OFFSET_TEX_COORD_BLUE);

        gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

        gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));

        gl4.glBindVertexArray(0);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:30,代码来源:Distortion.java

示例13: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        {
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
        }
        gl4.glBindVertexArray(0);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:12,代码来源:Gl_440_multi_draw_indirect_id_arb.java

示例14: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
        }
        gl4.glBindVertexArray(0);

        return checkError(gl4, "initVertexArray");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:16,代码来源:Gl_400_primitive_instanced.java

示例15: initVertexArray

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {

        checkError(gl4, "initVertexArray 0");

        // Build a vertex array object
        gl4.glGenVertexArrays(VertexArray.MAX, vertexArrayName);

        gl4.glBindVertexArray(vertexArrayName.get(VertexArray.TRANSFORM_FEEDBACK));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.TRANSFORM_ARRAY));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 4, GL_FLOAT, false, 0, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
        }
        gl4.glBindVertexArray(0);

        checkError(gl4, "initVertexArray 1");

        // Build a vertex array object
        gl4.glBindVertexArray(vertexArrayName.get(VertexArray.FEEDBACK));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.FEEDBACK));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 4, GL_FLOAT, false, 2 * Vec4.SIZE, 0);
            gl4.glVertexAttribPointer(Semantic.Attr.COLOR, 4, GL_FLOAT, false, 2 * Vec4.SIZE, Vec4.SIZE);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
            gl4.glEnableVertexAttribArray(Semantic.Attr.COLOR);
        }
        gl4.glBindVertexArray(0);

        return checkError(gl4, "initVertexArray");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:35,代码来源:Gl_400_transform_feedback_object.java


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