> On 06/13/2013 09:23 PM, zzuegg [via jogamp] wrote:
>> From the OpenGL side (Not ES) everything needed for UBO is already here. The
>> question was how do i actually pass the values to the GPU, probably trough a
>> bytebuffer. Well i am implementing it and hopefully the mapping (from
>> bytebuffer to glsl struct) get's done automatically.
>
> yes .. that is the point.
>
> I.e. in the native code world, I assume you simply pass
> the pointer to a c-structure and push the sizeof(struct)
> down to the GPU while adjusting alignment - right ..
>
> <
https://www.opengl.org/wiki/Uniform_Buffer_Object>
> <
https://www.opengl.org/wiki/Buffer_Object#Binding_indexed_targets>
>
> Hence you might want to use GlueGen's StructAccessor
> to map a c-struct to java.
> The Platform's MachineDescriptor will give you information
> about the alignment.
>
> Usually you would do that in a tedious way, i.e.
> configure gluegen for your few c-structs, etc.
>
> To ease this process, I have [finally] merged and enhanced
> the Annotated Processor (APT) once written by Michael Bien
> into gluegen.jar.
>
> <
http://jogamp.org/git/?p=gluegen.git;a=commit;h=a7802a2ab90a68ecbba962149a335f975fce24e7>
>
> Within this commit, you can see how the new unit test is being processed,
> i.e. added ant recipe for APT .. should work seamless.
> -> TestStructGen01.java, TestStruct01.h
>
> Having this tool, you should be able to write your uniform structure
> in a little c-struct file and map it automatic to java.
>
> Now .. your task would be to use the GL3 spec properly
> and add a unit test in our JOGL package:
>
> com.jogamp.opengl.test.junit.jogl.demos.gl3
>
> would be _very_ much appreciated!
>