@Override public void glBufferData(int target, int size, Buffer data, int usage) { mGL11.glBufferData(target, size, data, usage); }
public void createBufferObjects(GL gl) { // Generate a the vertex and element buffer IDs int[] vboIds = new int[2]; GL11 gl11 = (GL11) gl; gl11.glGenBuffers(2, vboIds, 0); mVertexBufferObjectId = vboIds[0]; mElementBufferObjectId = vboIds[1]; // Upload the vertex data gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); mVertexByteBuffer.position(0); gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); mIndexBuffer.position(0); gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); // We don't need the in-memory data any more mVertexBuffer = null; mVertexByteBuffer = null; mIndexBuffer = null; }
public void createBufferObjects(GL gl) { // Generate a the vertex and element buffer IDs int[] vboIds = new int[2]; GL11 gl11 = (GL11) gl; gl11.glGenBuffers(2, vboIds, 0); mVertexBufferObjectId = vboIds[0]; mElementBufferObjectId = vboIds[1]; // Upload the vertex data gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); mVertexByteBuffer.position(0); gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); mIndexBuffer.position(0); gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); // We don't need the in-memory data any more mVertexBuffer = null; mVertexByteBuffer = null; mIndexBuffer = null; }
public void createBufferObjects(GL gl) { checkGLError(gl); // Generate a the vertex and element buffer IDs int[] vboIds = new int[2]; GL11 gl11 = (GL11) gl; gl11.glGenBuffers(2, vboIds, 0); mVertexBufferObjectId = vboIds[0]; mElementBufferObjectId = vboIds[1]; // Upload the vertex data gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); mVertexByteBuffer.position(0); gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); mIndexBuffer.position(0); gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); // We don't need the in-memory data any more mVertexBuffer = null; mVertexByteBuffer = null; mIndexBuffer = null; checkGLError(gl); }
public void createBufferObjects(GL gl) { checkGLError(gl); // Generate a the vertex and element buffer IDs int[] vboIds = new int[2]; GL11 gl11 = (GL11) gl; gl11.glGenBuffers(2, vboIds, 0); mVertexBufferObjectId = vboIds[0]; mElementBufferObjectId = vboIds[1]; // Upload the vertex data gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); mVertexByteBuffer.position(0); gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); mIndexBuffer.position(0); gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); // We don't need the in-memory data any more mVertexBuffer = null; mVertexByteBuffer = null; mIndexBuffer = null; checkGLError(gl); }
private void prepareBuffers(GLCanvas canvas) { mBufferNames = new int[3]; GL11 gl = canvas.getGLInstance(); gl.glGenBuffers(3, mBufferNames, 0); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBufferNames[0]); gl.glBufferData(GL11.GL_ARRAY_BUFFER, mXyBuffer.capacity() * (Float.SIZE / Byte.SIZE), mXyBuffer, GL11.GL_STATIC_DRAW); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBufferNames[1]); gl.glBufferData(GL11.GL_ARRAY_BUFFER, mUvBuffer.capacity() * (Float.SIZE / Byte.SIZE), mUvBuffer, GL11.GL_STATIC_DRAW); gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mBufferNames[2]); gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity(), mIndexBuffer, GL11.GL_STATIC_DRAW); // These buffers are never used again. mXyBuffer = null; mUvBuffer = null; mIndexBuffer = null; }
private void initialize() { GL11 gl = mGL; // First create an nio buffer, then create a VBO from it. int size = BOX_COORDINATES.length * Float.SIZE / Byte.SIZE; FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer(); xyBuffer.put(BOX_COORDINATES, 0, BOX_COORDINATES.length).position(0); int[] name = new int[1]; gl.glGenBuffers(1, name, 0); mBoxCoords = name[0]; gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glBufferData(GL11.GL_ARRAY_BUFFER, xyBuffer.capacity() * (Float.SIZE / Byte.SIZE), xyBuffer, GL11.GL_STATIC_DRAW); gl.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); // Enable the texture coordinate array for Texture 1 gl.glClientActiveTexture(GL11.GL_TEXTURE1); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); gl.glClientActiveTexture(GL11.GL_TEXTURE0); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // mMatrixValues will be initialized in setSize() mAlpha = 1.0f; }
@Override public void fillPoly(final int color, final PointF... path) { mGLState.setColorMode(color, mAlpha); final GL11 gl = mGL; final int bytes = 2 * path.length * Float.SIZE; final FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(bytes).asFloatBuffer(); for (int i = 0; i < path.length; i++) { xyBuffer.put(path[i].x / mScreenWidth); xyBuffer.put(path[i].y / mScreenHeight); } xyBuffer.position(0); saveTransform(); translate(0, 0); scale(mScreenWidth, mScreenHeight, 1); gl.glLoadMatrixf(mMatrixValues, 0); final int[] name = new int[1]; GLId.glGenBuffers(1, name, 0); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, name[0]); gl.glBufferData(GL11.GL_ARRAY_BUFFER, bytes, xyBuffer, GL11.GL_DYNAMIC_DRAW); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, 0); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, path.length); restoreTransform(); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, 0); }
@Override public void drawPoly(final int color, final PointF... path) { mGLState.setColorMode(color, mAlpha); mGLState.setLineWidth(1.5f); final GL11 gl = mGL; final int bytes = 2 * path.length * Float.SIZE; final FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(bytes).asFloatBuffer(); for (int i = 0; i < path.length; i++) { xyBuffer.put(path[i].x / mScreenWidth); xyBuffer.put(path[i].y / mScreenHeight); } xyBuffer.position(0); saveTransform(); translate(0, 0); scale(mScreenWidth, mScreenHeight, 1); gl.glLoadMatrixf(mMatrixValues, 0); final int[] name = new int[1]; GLId.glGenBuffers(1, name, 0); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, name[0]); gl.glBufferData(GL11.GL_ARRAY_BUFFER, bytes, xyBuffer, GL11.GL_DYNAMIC_DRAW); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, 0); gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, path.length); restoreTransform(); gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, 0); }
private void initialize() { final GL11 gl = mGL; // First create an nio buffer, then create a VBO from it. final int size = BOX_COORDINATES.length * Float.SIZE / Byte.SIZE; final FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer(); xyBuffer.put(BOX_COORDINATES, 0, BOX_COORDINATES.length).position(0); final int[] name = new int[1]; GLId.glGenBuffers(1, name, 0); mBoxCoords = name[0]; gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glBufferData(GL11.GL_ARRAY_BUFFER, xyBuffer.capacity() * (Float.SIZE / Byte.SIZE), xyBuffer, GL11.GL_STATIC_DRAW); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, 0); // Enable the texture coordinate array for Texture 1 gl.glClientActiveTexture(GL10.GL_TEXTURE1); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, 0); gl.glClientActiveTexture(GL10.GL_TEXTURE0); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_LINE_SMOOTH); gl.glLineWidth(1.5f); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // mMatrixValues and mAlpha will be initialized in setSize() }