Java tutorial
/* * 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); } } }