zildo.fwk.opengl.compatibility.VBOHardware.java Source code

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Here is the source code for zildo.fwk.opengl.compatibility.VBOHardware.java

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/**
 * Legend of Zildo
 * Copyright (C) 2006-2011 Evariste Boussaton
 * Based on original Zelda : link to the past (C) Nintendo 1992
 *
 * 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 zildo.fwk.opengl.compatibility;

import java.nio.IntBuffer;
import java.util.HashMap;
import java.util.Map;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.ARBVertexBufferObject;
import org.lwjgl.opengl.GL11;

import zildo.fwk.opengl.Utils;

public class VBOHardware extends VBOSoftware {

    static Map<Integer, VBOBuffers> vboId = new HashMap<Integer, VBOBuffers>();

    @Override
    public VBOBuffers create(int p_numPoints) {

        VBOBuffers bufs = super.create(p_numPoints);
        bufs.vertexBufferId = Utils.createVBO();
        bufs.normalBufferId = Utils.createVBO();
        bufs.textureBufferId = Utils.createVBO();
        bufs.indiceBufferId = Utils.createVBO();

        return bufs;
    }

    @Override
    public void draw(VBOBuffers p_bufs) {
        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, p_bufs.vertexBufferId);
        GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);

        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, p_bufs.normalBufferId);
        GL11.glNormalPointer(GL11.GL_FLOAT, 0, 0);

        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, p_bufs.textureBufferId);
        GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);
    }

    @Override
    public void cleanUp(VBOBuffers p_bufs) {
        IntBuffer buf = BufferUtils.createIntBuffer(1);
        buf.put(p_bufs.vertexBufferId);
        buf.flip();
        ARBVertexBufferObject.glDeleteBuffersARB(buf);
        buf = BufferUtils.createIntBuffer(1);
        buf.put(p_bufs.textureBufferId);
        buf.flip();
        ARBVertexBufferObject.glDeleteBuffersARB(buf);
        buf = BufferUtils.createIntBuffer(1);
        buf.put(p_bufs.normalBufferId);
        buf.flip();
        ARBVertexBufferObject.glDeleteBuffersARB(buf);
        buf = BufferUtils.createIntBuffer(1);
        buf.put(p_bufs.indiceBufferId);
        buf.flip();
        ARBVertexBufferObject.glDeleteBuffersARB(buf);
    }

    @Override
    public void endInitialization(VBOBuffers p_bufs) {
        super.endInitialization(p_bufs);
        Utils.bufferData(p_bufs.vertexBufferId, p_bufs.vertices);
        Utils.bufferData(p_bufs.normalBufferId, p_bufs.normals);
        Utils.bufferData(p_bufs.textureBufferId, p_bufs.textures);
        Utils.bufferData(p_bufs.indiceBufferId, p_bufs.indices);
    }
}