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Java GL2.glBindBuffer方法代碼示例

本文整理匯總了Java中javax.media.opengl.GL2.glBindBuffer方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glBindBuffer方法的具體用法?Java GL2.glBindBuffer怎麽用?Java GL2.glBindBuffer使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在javax.media.opengl.GL2的用法示例。


在下文中一共展示了GL2.glBindBuffer方法的10個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: drawInteriorVertexColorVBO

import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void drawInteriorVertexColorVBO(final DrawContext dc, final int[] vboIds, final PathData pathData) {

		final GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

		final int vertexStride = pathData.getVertexStride();

		// Convert stride from number of elements to number of bytes.
		gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vboIds[0]);
		{
			gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
			{
				gl.glVertexPointer(3, GL2.GL_FLOAT, 4 * vertexStride, 0);
				gl.glColorPointer(4, GL2.GL_FLOAT, 4 * vertexStride, 4 * pathData.getColorOffset());

				gl.glDrawArrays(GL2.GL_TRIANGLE_STRIP, 0, pathData.getVertexCount());
			}
			gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
		}
		gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
	}
 
開發者ID:wolfgang-ch,項目名稱:mytourbook,代碼行數:21,代碼來源:TrackPathOptimized.java

示例2: draw

import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
 *
 * @param openGL
 * @param polygonMode
 * @param sides
 */
public final void draw(final GL2 openGL, final int polygonMode,
        final int sides) {

    asureIsBuffered(openGL);
    openGL.glEnableClientState(GL.GL_ELEMENT_ARRAY_BUFFER);
    openGL.glPolygonMode(sides, polygonMode);

    openGL.glDrawElements(primitive, getBufferCapacity(),
            GL.GL_UNSIGNED_INT, 0);

    openGL.glBindBuffer(target(), 0);
}
 
開發者ID:Fidentis,項目名稱:Analyst,代碼行數:19,代碼來源:IndexBuffer.java

示例3: drawLine

import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
 *
 * @param openGL
 * @param lineMode
 * @param sides
 */
public final void drawLine(final GL2 openGL, final int lineMode,
        final int sides) {

    asureIsBuffered(openGL);
    openGL.glEnableClientState(GL.GL_ELEMENT_ARRAY_BUFFER);

    openGL.glDrawElements(lineMode, getBufferCapacity(),
            GL.GL_UNSIGNED_INT, 0);

    openGL.glBindBuffer(target(), 0);
}
 
開發者ID:Fidentis,項目名稱:Analyst,代碼行數:18,代碼來源:IndexBuffer.java

示例4: startDraw

import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
 * Must be called at the start of the draw phase, before any of the bodies
 * managed by this instance are drawn.
 *
 * @param gl The instance of GL2 responsible for drawing the bodies.
 * @see #endDraw Must be called in conjunction with this method.
 */
public void startDraw(GL2 gl) {
    gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL2.GL_NORMAL_ARRAY);
    gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
    //Use the name under which the data buffer was stored to bind it.
    gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, dataBufferName);
    final int stride = Vertex.NR_VERTEX_ELEMENTS * Vertex.COORD_COUNT * Float.BYTES;
    /**
     * Tell OpenGL what formats and what stride length to expect when
     * extracting vertex coordinate information from the data buffer.
     */
    final int positionPointerOffset = 0 * Vertex.COORD_COUNT * Float.BYTES;
    gl.glVertexPointer(Vertex.COORD_COUNT, GL2.GL_FLOAT, stride, positionPointerOffset);
    /**
     * Tell OpenGL what formats, stride length and offset to expect when
     * extracting normal information from the data buffer.
     */
    final int normalPointerOffset = 1 * Vertex.COORD_COUNT * Float.BYTES;
    gl.glNormalPointer(GL2.GL_FLOAT, stride, normalPointerOffset);
    /**
     * Tell OpenGL what formats, stride length and offset to expect when
     * extracting texture information from the data buffer.
     */
    final int texturePointerOffset = 2 * Vertex.COORD_COUNT * Float.BYTES;
    gl.glTexCoordPointer(Vertex.COORD_COUNT, GL2.GL_FLOAT, stride, texturePointerOffset);
}
 
開發者ID:ABoschman,項目名稱:2IV60_RobotRace,代碼行數:34,代碼來源:BufferManager.java

示例5: draw

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void draw(GL2 gl) {
    if (texture != null) {
        texture.drawStart(gl);
    }
    gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, indexBufferName);
    gl.glDrawElements(shapeMode, indexbufferLength, BufferManager.INDEX_BUFFER_TYPE, BufferManager.INDEX_BUFFER_OFFSET);
    if (texture != null) {
        texture.drawEnd(gl);
    }
}
 
開發者ID:ABoschman,項目名稱:2IV60_RobotRace,代碼行數:12,代碼來源:Shape.java

示例6: bindVbos

import javax.media.opengl.GL2; //導入方法依賴的package包/類
protected boolean bindVbos(DrawContext dc, RectTile tile, int numTextureUnits)
{
    int[] verticesVboId = (int[]) dc.getGpuResourceCache().get(tile.ri.vboCacheKey);
    if (verticesVboId == null)
    {
        tile.ri.fillVerticesVBO(dc);
        verticesVboId = (int[]) dc.getGpuResourceCache().get(tile.ri.vboCacheKey);
        if (verticesVboId == null)
            return false;
    }

    //GL gl = dc.getGL();
    GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
 
    // Bind vertices
    gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, verticesVboId[0]);
    gl.glVertexPointer(3, GL2.GL_FLOAT, 0, 0);

    // Bind texture coordinates
    if (numTextureUnits > 0)
    {
        Object texCoordsVboCacheKey = textureCoordVboCacheKeys.get(tile.density);
        int[] texCoordsVboId = (int[])
            (texCoordsVboCacheKey != null ? dc.getGpuResourceCache().get(texCoordsVboCacheKey) : null);
        if (texCoordsVboId == null)
            texCoordsVboId = this.fillTextureCoordsVbo(dc, tile.density, tile.ri.texCoords);
        for (int i = 0; i < numTextureUnits; i++)
        {
            gl.glClientActiveTexture(GL2.GL_TEXTURE0 + i);
            gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);

            gl.glBindBuffer(GL.GL_ARRAY_BUFFER, texCoordsVboId[0]);
            gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, 0);
        }
    }

    // Bind index list
    Object indexListVboCacheKey = indexListsVboCacheKeys.get(tile.density);
    int[] indexListVboId = (int[])
        (indexListVboCacheKey != null ? dc.getGpuResourceCache().get(indexListVboCacheKey) : null);
    if (indexListVboId == null)
        indexListVboId = this.fillIndexListVbo(dc, tile.density, tile.ri.indices);
    if (indexListVboId != null)
        gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexListVboId[0]);

    return indexListVboId != null;
}
 
開發者ID:iedadata,項目名稱:geomapapp,代碼行數:48,代碼來源:MYEBSRectangularTessellator.java

示例7: unBindBuffer

import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void unBindBuffer(final GL2 openGl) {
    openGl.glBindBuffer(target(), 0);
}
 
開發者ID:Fidentis,項目名稱:Analyst,代碼行數:4,代碼來源:AbstractDoubleCordinateBuffer.java

示例8: init

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void init(GLAutoDrawable drawable) {

    if(clContext == null) {

        // find gl compatible device
        CLDevice[] devices = CLPlatform.getDefault().listCLDevices();
        CLDevice device = null;
        for (CLDevice d : devices) {
            if(d.isGLMemorySharingSupported()) {
                device = d;
                break;
            }
        }
        if(null==device) {
            throw new RuntimeException("couldn't find any CL/GL memory sharing devices ..");
        }
        // create OpenCL context before creating any OpenGL objects
        // you want to share with OpenCL (AMD driver requirement)
        clContext = CLGLContext.create(drawable.getContext(), device);

        // enable GL error checking using the composable pipeline
        drawable.setGL(new DebugGL2(drawable.getGL().getGL2()));

        // OpenGL initialization
        GL2 gl = drawable.getGL().getGL2();

        gl.setSwapInterval(1);

        gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);

        gl.glGenBuffers(glObjects.length, glObjects, 0);

//        gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, glObjects[INDICES]);
//        gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, ib.capacity() * SIZEOF_INT, ib, GL2.GL_STATIC_DRAW);
//        gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0);

        final int bsz = MESH_SIZE * MESH_SIZE * 4 * SIZEOF_FLOAT;
        gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
            gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, glObjects[VERTICES]);
            gl.glBufferData(GL2.GL_ARRAY_BUFFER, bsz, null, GL2.GL_DYNAMIC_DRAW);
            gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
        gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);                       

        pushPerspectiveView(gl);
        gl.glFinish();

        // init OpenCL
        initCL(gl, bsz);

        // start rendering thread
        Animator animator = new Animator(drawable);
        animator.start();

    }
}
 
開發者ID:akmaier,項目名稱:CONRAD,代碼行數:57,代碼來源:GLCLInteroperabilityDemo.java

示例9: drawPointsVBO

import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
 * Draws points at this path's specified positions.
 * <p/>
 * Note: when the draw context is in picking mode, this binds the current GL_ARRAY_BUFFER to 0
 * after using the currently bound GL_ARRAY_BUFFER to specify the vertex pointer. This does not
 * restore GL_ARRAY_BUFFER to the its previous state. If the caller intends to use that buffer
 * after this method returns, the caller must bind the buffer again.
 * 
 * @param dc
 *            the current draw context.
 * @param vboIds
 *            the ids of this shapes buffers.
 * @param pathData
 *            the current globe-specific path data.
 */
@Override
protected void drawPointsVBO(final DrawContext dc, final int[] vboIds, final PathData pathData) {

	final TourTrackConfig config = TourTrackConfigManager.getActiveConfig();

	if (config.isShowTrackPosition == false) {
		return;
	}

	final double d = getDistanceMetric(dc, pathData);
	if (d > getShowPositionsThreshold()) {
		return;
	}

	final IntBuffer posPoints = pathData.getPositionPoints();
	if (posPoints == null || posPoints.limit() < 1) {
		return;
	}

	final boolean useVertexColors = pathData.getTessellatedColors() != null && isShowTrackValueColor_Outline();

	final GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

	// Convert stride from number of elements to number of bytes.
	gl.glVertexPointer(3, GL2.GL_FLOAT, 4 * pathData.getVertexStride(), 0);

	if (dc.isPickingMode()) {

		gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
		gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
		gl.glColorPointer(3, GL2.GL_UNSIGNED_BYTE, 0, pickPositionColors);

	} else if (useVertexColors) {
		// Apply this path's per-position colors if we're in normal rendering mode (not picking) and this path's
		// positionColors is non-null. Convert the stride and offset from number of elements to number of bytes.
		gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
		gl.glColorPointer(4, GL2.GL_FLOAT, 4 * pathData.getVertexStride(), 4 * pathData.getColorOffset());
	}

	prepareToDrawPoints(dc);

	gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, vboIds[2]);
	gl.glDrawElements(GL2.GL_POINTS, posPoints.limit(), GL2.GL_UNSIGNED_INT, 0);

	// Restore the previous GL point state.
	gl.glPointSize(1f);
	gl.glDisable(GL2.GL_POINT_SMOOTH);

	// Restore the previous GL color array state.
	if (dc.isPickingMode() || useVertexColors) {
		gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
	}
}
 
開發者ID:wolfgang-ch,項目名稱:mytourbook,代碼行數:69,代碼來源:TrackPathOptimized.java

示例10: display

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
    public void display(GLAutoDrawable drawable) {

        GL2 gl = drawable.getGL().getGL2();

        // ensure pipeline is clean before doing cl work
        gl.glFinish();

        computeHeightfield();

        gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
        gl.glLoadIdentity();

        usi.interact(gl);

        gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, glObjects[VERTICES]);
        gl.glVertexPointer(4, GL2.GL_FLOAT, 0, 0);

//            gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, glObjects[INDICES]);

        gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
        gl.glDrawArrays(GL2.GL_POINTS, 0, MESH_SIZE * MESH_SIZE);
//            gl.glDrawElements(GL2.GL_TRIANGLES, ib.capacity(), GL2.GL_UNSIGNED_INT, 0);
        gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);

//            gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);

    }
 
開發者ID:akmaier,項目名稱:CONRAD,代碼行數:29,代碼來源:GLCLInteroperabilityDemo.java


注:本文中的javax.media.opengl.GL2.glBindBuffer方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。