本文整理匯總了Java中javax.media.opengl.GL2.glVertexPointer方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glVertexPointer方法的具體用法?Java GL2.glVertexPointer怎麽用?Java GL2.glVertexPointer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類javax.media.opengl.GL2
的用法示例。
在下文中一共展示了GL2.glVertexPointer方法的7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: renderVA
import javax.media.opengl.GL2; //導入方法依賴的package包/類
protected void renderVA(DrawContext dc, RectTile tile, int numTextureUnits)
{
//GL gl = dc.getGL();
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
gl.glVertexPointer(3, GL.GL_FLOAT, 0, tile.ri.vertices.rewind());
for (int i = 0; i < numTextureUnits; i++)
{
gl.glClientActiveTexture(GL.GL_TEXTURE0 + i);
gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
Object texCoords = dc.getValue(AVKey.TEXTURE_COORDINATES);
if (texCoords != null && texCoords instanceof DoubleBuffer)
gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, ((DoubleBuffer) texCoords).rewind());
else
gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, tile.ri.texCoords.rewind());
}
gl.glDrawElements(javax.media.opengl.GL.GL_TRIANGLE_STRIP, tile.ri.indices.limit(),
javax.media.opengl.GL.GL_UNSIGNED_INT, tile.ri.indices.rewind());
}
示例2: 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);
}
示例3: 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);
}
示例4: 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;
}
示例5: setPointer
import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
*
* @param openGl
*/
@Override
protected final void setPointer(final GL2 openGl) {
openGl.glEnableClientState(target());
openGl.glVertexPointer(COORD_3D, GL2.GL_DOUBLE, NO_STRIDE, getBuffer());
}
示例6: 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);
}
}
示例7: 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);
}