com.kauridev.lunarfever.graphics.VertexArray.java Source code

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Here is the source code for com.kauridev.lunarfever.graphics.VertexArray.java

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/*
 * This file is part of the lunar-fever package.
 *
 * Copyright (c) 2014 Eric Fritz
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software
 * and associated documentation files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all copies or
 * substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
 * BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT.  IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

package com.kauridev.lunarfever.graphics;

import java.nio.FloatBuffer;
import java.util.List;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL20;

/**
 * @author Eric Fritz
 */
public class VertexArray {
    private FloatBuffer buffer;
    private int totalNumComponents;
    private List<VertexAttribute> attributes;

    public VertexArray(int vertCount, List<VertexAttribute> attributes) {
        this.attributes = attributes;

        for (VertexAttribute attribute : attributes) {
            totalNumComponents += attribute.numComponents;
        }

        buffer = BufferUtils.createFloatBuffer(vertCount * totalNumComponents);
    }

    // TODO - getNumVertices
    // TODO - getMaxVertices

    public void put(float[] vertices, int offset, int length) {
        buffer.put(vertices, offset, length);
    }

    public void flip() {
        buffer.flip();
    }

    public void clear() {
        buffer.clear();
    }

    public void bind() {
        int offset = 0;
        int stride = totalNumComponents * 4;

        for (VertexAttribute attribute : attributes) {
            buffer.position(offset);
            GL20.glEnableVertexAttribArray(attribute.location);
            GL20.glVertexAttribPointer(attribute.location, attribute.numComponents, false, stride, buffer);
            offset += attribute.numComponents;
        }
    }

    public void unbind() {
        for (VertexAttribute attribute : attributes) {
            GL20.glDisableVertexAttribArray(attribute.location);
        }
    }
}