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simple utility methods to make life with OpenGL core profile simpler
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/**
* Copyright (c) 2013, Jens Hohmuth
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
package de.lessvoid.coregl;
import de.lessvoid.coregl.spi.CoreGL;
/**
* Simple helper methods to render vertex arrays.
*
* @author void
*/
public class CoreRender {
private final CoreGL gl;
CoreRender(final CoreGL gl) {
this.gl = gl;
}
public static CoreRender createCoreRender(final CoreGL gl) {
return new CoreRender(gl);
}
// Lines
/**
* Render lines.
*
* @param count
* number of vertices
*/
public void renderLines(final int count) {
gl.glDrawArrays(gl.GL_LINE_STRIP(), 0, count);
gl.checkGLError("glDrawArrays");
}
/**
* Render adjacent lines.
*
* @param count
* number of vertices
*/
public void renderLinesAdjacent(final int count) {
gl.glDrawArrays(gl.GL_LINE_STRIP_ADJACENCY(), 0, count);
gl.checkGLError("glDrawArrays");
}
// Triangle Strip
/**
* Render the currently active VAO using triangle strips with the given number
* of vertices.
*
* @param count
* number of vertices to render as triangle strips
*/
public void renderTriangleStrip(final int count) {
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP(), 0, count);
gl.checkGLError("glDrawArrays");
}
/**
* Render the currently active VAO using triangle strips, sending the given
* number of indizes.
*
* @param count
* number of indizes to render as triangle strips
*/
public void renderTriangleStripIndexed(final int count) {
gl.glDrawElements(gl.GL_TRIANGLE_STRIP(), count, gl.GL_UNSIGNED_INT(), 0);
gl.checkGLError("glDrawElements(GL_TRIANGLE_STRIP)");
}
/**
* Render the currently active VAO using triangle strips with the given number
* of vertices AND do that primCount times.
*
* @param count
* number of vertices to render as triangle strips per primitve
* @param primCount
* number of primitives to render
*/
public void renderTriangleStripInstances(final int count, final int primCount) {
gl.glDrawArraysInstanced(gl.GL_TRIANGLE_STRIP(), 0, count, primCount);
gl.checkGLError("glDrawArraysInstanced(GL_TRIANGLE_STRIP)");
}
// Triangle Fan
/**
* Render the currently active VAO using triangle fan with the given number of
* vertices.
*
* @param count
* number of vertices to render as triangle fan
*/
public void renderTriangleFan(final int count) {
gl.glDrawArrays(gl.GL_TRIANGLE_FAN(), 0, count);
gl.checkGLError("glDrawArrays");
}
/**
* Render the currently active VAO using triangle fans, sending the given
* number of indizes.
*
* @param count
* number of indizes to render as triangle fans.
*/
public void renderTriangleFanIndexed(final int count) {
gl.glDrawElements(gl.GL_TRIANGLE_FAN(), count, gl.GL_UNSIGNED_INT(), 0);
gl.checkGLError("glDrawElements(GL_TRIANGLE_FAN)");
}
// Individual Triangles
/**
* Render the currently active VAO using triangles with the given number of
* vertices.
*
* @param vertexCount
* number of vertices to render as triangle strips
*/
public void renderTriangles(final int vertexCount) {
gl.glDrawArrays(gl.GL_TRIANGLES(), 0, vertexCount);
gl.checkGLError("glDrawArrays");
}
/**
* Render the currently active VAO using triangles with the given number of
* vertices starting at the given offset.
*
* @param offset
* offset to start sending vertices
* @param vertexCount
* number of vertices to render as triangle strips
*/
public void renderTrianglesOffset(final int offset, final int vertexCount) {
gl.glDrawArrays(gl.GL_TRIANGLES(), offset, vertexCount);
gl.checkGLError("glDrawArrays");
}
/**
* Render the currently active VAO using triangles with the given number of
* vertices.
*
* @param count
* number of vertices to render as triangles
*/
public void renderTrianglesIndexed(final int count) {
gl.glDrawElements(gl.GL_TRIANGLES(), count, gl.GL_UNSIGNED_INT(), 0);
gl.checkGLError("glDrawElements");
}
/**
* Render the currently active VAO using triangles with the given number of
* vertices AND do that primCount times.
*
* @param count
* number of vertices to render as triangles per primitve
* @param primCount
* number of primitives to render
*/
public void renderTrianglesInstances(final int count, final int primCount) {
gl.glDrawArraysInstanced(gl.GL_TRIANGLES(), 0, count, primCount);
gl.checkGLError("glDrawArraysInstanced(GL_TRIANGLES)");
}
// Points
/**
* Render the currently active VAO using points with the given number of
* vertices.
*
* @param count
* number of vertices to render as points
*/
public void renderPoints(final int count) {
gl.glDrawArrays(gl.GL_POINTS(), 0, count);
gl.checkGLError("glDrawArrays(GL_POINTS)");
}
/**
* Render the currently active VAO using points with the given number of
* vertices AND do that primCount times.
*
* @param count
* number of vertices to render as points per primitive
* @param primCount
* number of primitives to render
*/
public void renderPointsInstances(final int count, final int primCount) {
gl.glDrawArraysInstanced(gl.GL_POINTS(), 0, count, primCount);
gl.checkGLError("glDrawArraysInstanced(GL_POINTS)");
}
// Utils
/**
* Set the clear color.
*
* @param r
* red
* @param g
* green
* @param b
* blue
* @param a
* alpha
*/
public void clearColor(final float r, final float g, final float b, final float a) {
gl.glClearColor(r, g, b, a);
}
/**
* Clear the color buffer.
*/
public void clearColorBuffer() {
gl.glClear(gl.GL_COLOR_BUFFER_BIT());
}
}
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