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The main purpose of this libraryis to modernize and maintain the slick2D library.
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package com.github.mathiewz.slick.opengl.renderer;
import java.nio.DoubleBuffer;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
/**
* A renderer that caches all operations into an array, creates an opengl vertex array when
* required and spits the data down to the card in batch mode
*
* @author kevin
*/
public class VAOGLRenderer extends ImmediateModeOGLRenderer {
/** The tolerance to rendering immediate */
private static final int TOLERANCE = 20;
/** Indicates there is no current geometry buffer */
public static final int NONE = -1;
/** The maximum number of vertices draw in one batch */
public static final int MAX_VERTS = 5000;
/** The type of the geometry array currently being built - i.e. GL_QUADS */
private int currentType = NONE;
/** The last colour applied */
private final float[] color = new float[] { 1f, 1f, 1f, 1f };
/** The last texture applied */
private final float[] tex = new float[] { 0f, 0f };
/** The index of the next vertex to be created */
private int vertIndex;
/** The vertex data cached */
private final float[] verts = new float[MAX_VERTS * 3];
/** The vertex colour data cached */
private final float[] cols = new float[MAX_VERTS * 4];
/** The vertex texture coordiante data cached */
private final float[] texs = new float[MAX_VERTS * 3];
/** The buffer used to pass the vertex data to the card */
private final FloatBuffer vertices = BufferUtils.createFloatBuffer(MAX_VERTS * 3);
/** The buffer used to pass the vertex color data to the card */
private final FloatBuffer colors = BufferUtils.createFloatBuffer(MAX_VERTS * 4);
/** The buffer used to pass the vertex texture coordinate data to the card */
private final FloatBuffer textures = BufferUtils.createFloatBuffer(MAX_VERTS * 2);
/** The stack for entering list creation mode - when we're creating a list we can't use our VAs */
private int listMode = 0;
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#initDisplay(int, int)
*/
@Override
public void initDisplay(int width, int height) {
super.initDisplay(width, height);
startBuffer();
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
}
/**
* Start a new buffer for a vertex array
*/
private void startBuffer() {
vertIndex = 0;
}
/**
* Flush the currently cached data down to the card
*/
private void flushBuffer() {
if (vertIndex == 0) {
return;
}
if (currentType == NONE) {
return;
}
if (vertIndex < TOLERANCE) {
GL11.glBegin(currentType);
for (int i = 0; i < vertIndex; i++) {
GL11.glColor4f(cols[i * 4 + 0], cols[i * 4 + 1], cols[i * 4 + 2], cols[i * 4 + 3]);
GL11.glTexCoord2f(texs[i * 2 + 0], texs[i * 2 + 1]);
GL11.glVertex3f(verts[i * 3 + 0], verts[i * 3 + 1], verts[i * 3 + 2]);
}
GL11.glEnd();
currentType = NONE;
return;
}
vertices.clear();
colors.clear();
textures.clear();
vertices.put(verts, 0, vertIndex * 3);
colors.put(cols, 0, vertIndex * 4);
textures.put(texs, 0, vertIndex * 2);
vertices.flip();
colors.flip();
textures.flip();
GL11.glVertexPointer(3, 0, vertices);
GL11.glColorPointer(4, 0, colors);
GL11.glTexCoordPointer(2, 0, textures);
GL11.glDrawArrays(currentType, 0, vertIndex);
currentType = NONE;
}
/**
* Apply the current buffer and restart it
*/
private void applyBuffer() {
if (listMode > 0) {
return;
}
if (vertIndex != 0) {
flushBuffer();
startBuffer();
}
super.glColor4f(color[0], color[1], color[2], color[3]);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#flush()
*/
@Override
public void flush() {
super.flush();
applyBuffer();
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glBegin(int)
*/
@Override
public void glBegin(int geomType) {
if (listMode > 0) {
super.glBegin(geomType);
return;
}
if (currentType != geomType) {
applyBuffer();
currentType = geomType;
}
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glColor4f(float, float, float, float)
*/
@Override
public void glColor4f(float r, float g, float b, float a) {
a *= alphaScale;
color[0] = r;
color[1] = g;
color[2] = b;
color[3] = a;
if (listMode > 0) {
super.glColor4f(r, g, b, a);
return;
}
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glEnd()
*/
@Override
public void glEnd() {
if (listMode > 0) {
super.glEnd();
return;
}
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glTexCoord2f(float, float)
*/
@Override
public void glTexCoord2f(float u, float v) {
if (listMode > 0) {
super.glTexCoord2f(u, v);
return;
}
tex[0] = u;
tex[1] = v;
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glVertex2f(float, float)
*/
@Override
public void glVertex2f(float x, float y) {
if (listMode > 0) {
super.glVertex2f(x, y);
return;
}
glVertex3f(x, y, 0);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glVertex3f(float, float, float)
*/
@Override
public void glVertex3f(float x, float y, float z) {
if (listMode > 0) {
super.glVertex3f(x, y, z);
return;
}
verts[vertIndex * 3 + 0] = x;
verts[vertIndex * 3 + 1] = y;
verts[vertIndex * 3 + 2] = z;
cols[vertIndex * 4 + 0] = color[0];
cols[vertIndex * 4 + 1] = color[1];
cols[vertIndex * 4 + 2] = color[2];
cols[vertIndex * 4 + 3] = color[3];
texs[vertIndex * 2 + 0] = tex[0];
texs[vertIndex * 2 + 1] = tex[1];
vertIndex++;
if (vertIndex > MAX_VERTS - 50) {
if (isSplittable(vertIndex, currentType)) {
int type = currentType;
applyBuffer();
currentType = type;
}
}
}
/**
* Check if the geometry being created can be split at the current index
*
* @param count
* The current index
* @param type
* The type of geometry being built
* @return True if the geometry can be split at the current index
*/
private boolean isSplittable(int count, int type) {
switch (type) {
case GL11.GL_QUADS:
return count % 4 == 0;
case GL11.GL_TRIANGLES:
return count % 3 == 0;
case GL11.GL_LINE:
return count % 2 == 0;
}
return false;
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glBindTexture(int, int)
*/
@Override
public void glBindTexture(int target, int id) {
applyBuffer();
super.glBindTexture(target, id);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glBlendFunc(int, int)
*/
@Override
public void glBlendFunc(int src, int dest) {
applyBuffer();
super.glBlendFunc(src, dest);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glCallList(int)
*/
@Override
public void glCallList(int id) {
applyBuffer();
super.glCallList(id);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glClear(int)
*/
@Override
public void glClear(int value) {
applyBuffer();
super.glClear(value);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glClipPlane(int, java.nio.DoubleBuffer)
*/
@Override
public void glClipPlane(int plane, DoubleBuffer buffer) {
applyBuffer();
super.glClipPlane(plane, buffer);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glColorMask(boolean, boolean, boolean, boolean)
*/
@Override
public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha) {
applyBuffer();
super.glColorMask(red, green, blue, alpha);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glDisable(int)
*/
@Override
public void glDisable(int item) {
applyBuffer();
super.glDisable(item);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glEnable(int)
*/
@Override
public void glEnable(int item) {
applyBuffer();
super.glEnable(item);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glLineWidth(float)
*/
@Override
public void glLineWidth(float width) {
applyBuffer();
super.glLineWidth(width);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glPointSize(float)
*/
@Override
public void glPointSize(float size) {
applyBuffer();
super.glPointSize(size);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glPopMatrix()
*/
@Override
public void glPopMatrix() {
applyBuffer();
super.glPopMatrix();
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glPushMatrix()
*/
@Override
public void glPushMatrix() {
applyBuffer();
super.glPushMatrix();
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glRotatef(float, float, float, float)
*/
@Override
public void glRotatef(float angle, float x, float y, float z) {
applyBuffer();
super.glRotatef(angle, x, y, z);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glScalef(float, float, float)
*/
@Override
public void glScalef(float x, float y, float z) {
applyBuffer();
super.glScalef(x, y, z);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glScissor(int, int, int, int)
*/
@Override
public void glScissor(int x, int y, int width, int height) {
applyBuffer();
super.glScissor(x, y, width, height);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glTexEnvi(int, int, int)
*/
@Override
public void glTexEnvi(int target, int mode, int value) {
applyBuffer();
super.glTexEnvi(target, mode, value);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glTranslatef(float, float, float)
*/
@Override
public void glTranslatef(float x, float y, float z) {
applyBuffer();
super.glTranslatef(x, y, z);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glEndList()
*/
@Override
public void glEndList() {
listMode--;
super.glEndList();
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.ImmediateModeOGLRenderer#glNewList(int, int)
*/
@Override
public void glNewList(int id, int option) {
listMode++;
super.glNewList(id, option);
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.SGL#getCurrentColor()
*/
@Override
public float[] getCurrentColor() {
return color;
}
/**
* @see com.github.mathiewz.slick.opengl.renderer.SGL#glLoadMatrix(java.nio.FloatBuffer)
*/
@Override
public void glLoadMatrix(FloatBuffer buffer) {
flushBuffer();
super.glLoadMatrix(buffer);
}
}
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