de.ikosa.mars.viewer.glviewer.GLHeightMapMesh.java Source code

Java tutorial

Introduction

Here is the source code for de.ikosa.mars.viewer.glviewer.GLHeightMapMesh.java

Source

/*
 * Copyright (C) 2013 Clemens-Alexander Brust IT-Dienstleistungen
 *
 *     This program is free software: you can redistribute it and/or modify
 *     it under the terms of the GNU General Public License as published by
 *     the Free Software Foundation, either version 3 of the License, or
 *     (at your option) any later version.
 *
 *     This program is distributed in the hope that it will be useful,
 *     but WITHOUT ANY WARRANTY; without even the implied warranty of
 *     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *     GNU General Public License for more details.
 *
 *     You should have received a copy of the GNU General Public License
 *     along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

package de.ikosa.mars.viewer.glviewer;

import de.ikosa.mars.viewer.glviewer.engine.GLScene;
import de.ikosa.mars.viewer.glviewer.engine.GLShader;
import de.ikosa.mars.viewer.glviewer.engine.GLTextureArray;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;

public class GLHeightMapMesh {
    private String name;
    private int vertexArrayObjectId;
    private int interleavedVboId;
    private int indexVboId;
    private int indexCount;

    private GLShader forwardShader;
    private GLTextureArray terrainTexture;

    public GLHeightMapMesh(String name, int vertexArrayObjectId, int interleavedVboId, int indexVboId,
            int indexCount, GLTextureArray terrainTexture) {
        this.name = name;
        this.vertexArrayObjectId = vertexArrayObjectId;
        this.interleavedVboId = interleavedVboId;
        this.indexVboId = indexVboId;
        this.indexCount = indexCount;
        this.terrainTexture = terrainTexture;
    }

    public void use() {
        GL30.glBindVertexArray(vertexArrayObjectId);

        GL20.glEnableVertexAttribArray(0);

        GL20.glEnableVertexAttribArray(1);

        GL20.glEnableVertexAttribArray(2);

        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indexVboId);

    }

    public GLShader preparePass(GLScene.PassType passType) {
        if (passType == GLScene.PassType.Forward) {
            terrainTexture.use(forwardShader.getTextureImageUnitDiffuse());
            return forwardShader;
        } else
            return null;
    }

    public void setForwardShader(GLShader forwardShader) {
        this.forwardShader = forwardShader;
    }

    public void draw() {
        GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    }
}