Java tutorial
/* * 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); } }