Java tutorial
/* * 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); } }