Author: theagentd (posted 2012-09-16 19:14:57, viewed 217 times)
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| package dam.test;
import java.nio.ByteBuffer;
import java.util.Random;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.PixelFormat;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
public class VBOTest {
private static final int WIDTH = 1600, HEIGHT = 900;
private static final int POINTS_X = 400, POINTS_Y = 300;
private static final int VERTEX_SIZE = 4*2 + 4; private static final int POSITION_OFFSET = 0;
private static final int COLOR_OFFSET = 4*2;
private ByteBuffer vertexData;
private int vbo;
private ByteBuffer reusableMappedBuffer;
public VBOTest(){
initDisplay();
initPointData();
initVBO();
}
private void initDisplay() {
try {
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.create(new PixelFormat(24, 0, 0, 0, 0));
} catch (LWJGLException e) {
e.printStackTrace();
}
}
private void initPointData() {
vertexData = BufferUtils.createByteBuffer(POINTS_X * POINTS_Y * VERTEX_SIZE);
System.out.println("Number of points: " + POINTS_X*POINTS_Y);
Random r = new Random();
for(int y = 0; y < POINTS_Y; y++){
for(int x = 0; x < POINTS_X; x++){
vertexData.putFloat(x * 2f / POINTS_X - 1f); vertexData.putFloat(y * 2f / POINTS_Y - 1f);
vertexData.put((byte)r.nextInt(256)); vertexData.put((byte)r.nextInt(256)); vertexData.put((byte)r.nextInt(256)); vertexData.put((byte)255); }
}
vertexData.flip();
}
private void initVBO() {
vbo = glGenBuffers();
}
public void gameloop(){
while(!Display.isCloseRequested()){
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
updateVBO();
renderVBO();
Display.update();
}
}
private void updateVBO() {
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertexData.capacity(), GL_STREAM_DRAW);
reusableMappedBuffer = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY, vertexData.capacity(), reusableMappedBuffer);
reusableMappedBuffer.put(vertexData);
glUnmapBuffer(GL_ARRAY_BUFFER);
reusableMappedBuffer.flip();
vertexData.flip();
}
private void renderVBO() {
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexPointer(2, GL_FLOAT, VERTEX_SIZE, POSITION_OFFSET);
glColorPointer(4, GL_UNSIGNED_BYTE, VERTEX_SIZE, COLOR_OFFSET);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glPointSize(40);
glDrawArrays(GL_POINTS, 0, POINTS_X*POINTS_Y);
}
public static void main(String[] args){
new VBOTest().gameloop();
}
} |
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