com.voxelplugineering.voxelsniper.render.buffer.BufferManager.java Source code

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/*
 * The MIT License (MIT)
 *
 * Copyright (c) 2014 The Voxel Plugineering Team
 *
 * 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.voxelplugineering.voxelsniper.render.buffer;

import java.util.List;

import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;

import com.google.common.collect.Lists;
import com.voxelplugineering.voxelsniper.util.OpenGLUtilities;

public class BufferManager {

    private int vaoId = 0;

    private List<BufferSection> sections;

    private boolean setup = false;

    public BufferManager() {
        this.sections = Lists.newArrayList();
    }

    public void registerBufferSection(BufferSection bufferSection) {
        this.sections.add(bufferSection);
        if (setup) {
            bufferSection.create(vaoId);
        }
    }

    public void setup() {
        vaoId = GL30.glGenVertexArrays();
        setup = true;
        for (BufferSection b : this.sections) {
            b.create(vaoId);
        }

        OpenGLUtilities.checkGLError("setupQuad");
    }

    public void destroy() {
        GL30.glBindVertexArray(vaoId);
        GL20.glDisableVertexAttribArray(0);
        GL20.glDisableVertexAttribArray(1);
        GL20.glDisableVertexAttribArray(2);

        for (BufferSection b : this.sections) {
            b.destroy();
        }

        GL30.glBindVertexArray(0);
        GL30.glDeleteVertexArrays(vaoId);
    }

    public void renderSections() {
        GL30.glBindVertexArray(vaoId);
        GL20.glEnableVertexAttribArray(0);
        GL20.glEnableVertexAttribArray(1);
        GL20.glEnableVertexAttribArray(2);

        for (BufferSection b : this.sections) {
            b.draw();
        }

        GL20.glDisableVertexAttribArray(0);
        GL20.glDisableVertexAttribArray(1);
        GL20.glDisableVertexAttribArray(2);
        GL30.glBindVertexArray(0);
    }

}