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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 java.nio.IntBuffer;
import java.util.Hashtable;
import java.util.Map;
import de.lessvoid.coregl.spi.CoreGL;
/**
* A Vertex Array Object (VAO).
*
* @author void
*/
public class CoreVAO {
private final static Map intTypeMap = new Hashtable();
private final static Map floatTypeMap = new Hashtable();
private final CoreGL gl;
private final int vao;
CoreVAO(final CoreGL gl) {
checkLazyInit(gl);
this.gl = gl;
final IntBuffer vaoBuff = gl.getUtil().createIntBuffer(1);
gl.glGenVertexArrays(1, vaoBuff);
gl.checkGLError("glGenVertexArrays");
vao = vaoBuff.get(0);
}
/**
* Create a new CoreVAO.
*
* @return the CoreVAO instance created
*/
public static CoreVAO createCoreVAO(final CoreGL gl) {
return new CoreVAO(gl);
}
/**
* Bind this VAO to make it the current VAO.
*/
public void bind() {
gl.glBindVertexArray(vao);
gl.checkGLError("glBindVertexArray");
}
/**
* Unbinds this VAO which makes the VAO with id 0 the active one.
*/
public void unbind() {
gl.glBindVertexArray(0);
gl.checkGLError("glBindVertexArray(0)");
}
/**
* Delete all resources for this VAO.
*/
public void delete() {
gl.glDeleteVertexArrays(1, gl.getUtil().createIntBuffer(new int[] { vao }));
gl.checkGLError("glDeleteVertexArrays");
}
/**
* Configure the vertex attribute with the given data. The type of the data
* will be GL_FLOAT.
*
* @param index
* the index of the vertex attribute to modify
* @param size
* the size of the data for this vertex attribute (the number of
* GL_FLOAT to use)
* @param stride
* the stride between the data
* @param offset
* the offset of the data
*/
public void vertexAttribPointer(final int index,
final int size,
final FloatType vertexType,
final int stride,
final int offset) {
gl.glVertexAttribPointer(index, size, floatTypeMap.get(vertexType), false, stride * 4, offset * 4);
gl.checkGLError("glVertexAttribPointer");
}
/**
* Configure the vertex attribute with the given data. The type of the data
* will be GL_FLOAT. This will additionally call glVertexAttribDivisorARB to
* change the frequency this data will be sent.
*
* @param index
* the index of the vertex attribute to modify
* @param size
* the size of the data for this vertex attribute (the number of
* GL_FLOAT to use)
* @param stride
* the stride between the data
* @param offset
* the offset of the data
* @param divisor
* Specify the number of instances that will pass between updates of
* the generic attribute at slot index.
*/
public void enableVertexAttributeDivisorf(final int index,
final int size,
final FloatType vertexType,
final int stride,
final int offset,
final int divisor) {
gl.glVertexAttribPointer(index, size, floatTypeMap.get(vertexType), false, stride * 4, offset * 4);
gl.glVertexAttribDivisor(index, divisor);
gl.glEnableVertexAttribArray(index);
gl.checkGLError("glVertexAttribPointer");
}
/**
* Enable the vertex attribute with the given index.
*
* @param index
* the index of the vertex attribute to modify
*/
public void enableVertexAttribute(final int index) {
gl.glEnableVertexAttribArray(index);
gl.checkGLError("glEnableVertexAttribArray");
}
/**
* Configure the vertex attribute with the given data. The type of the data
* will be GL_FLOAT.
*
* @param index
* the index of the vertex attribute to modify
* @param size
* the size of the data for this vertex attribute (the number of
* GL_FLOAT to use)
* @param stride
* the stride between the data
* @param offset
* the offset of the data
*/
public void vertexAttribIPointer(final int index,
final int size,
final IntType vertexType,
final int stride,
final int offset) {
gl.glVertexAttribIPointer(index, size, intTypeMap.get(vertexType), stride * 4, offset * 4);
gl.checkGLError("glVertexAttribIPointer");
}
/**
* Configure the vertex attribute with the given data. The type of the data
* will be GL_FLOAT. This will additionally call glVertexAttribDivisorARB to
* change the frequency this data will be sent.
*
* @param index
* the index of the vertex attribute to modify
* @param size
* the size of the data for this vertex attribute (the number of
* GL_FLOAT to use)
* @param stride
* the stride between the data
* @param offset
* the offset of the data
* @param divisor
* Specify the number of instances that will pass between updates of
* the generic attribute at slot index.
*/
public void enableVertexAttributeDivisori(final int index,
final int size,
final IntType vertexType,
final int stride,
final int offset,
final int divisor) {
gl.glVertexAttribIPointer(index, size, intTypeMap.get(vertexType), stride * 4, offset * 4);
gl.glVertexAttribDivisor(index, divisor);
gl.glEnableVertexAttribArray(index);
gl.checkGLError("glVertexAttribPointer");
}
/**
* Disable thegiven vertex attribute index.
*
* @param index
* the index of the vertex attribute to disable
*/
public void disableVertexAttribute(final int index) {
gl.glDisableVertexAttribArray(index);
gl.checkGLError("glDisableVertexAttribArray");
}
public enum IntType {
BYTE,
UNSIGNED_BYTE,
SHORT,
UNSIGNED_SHORT,
INT,
UNSIGNED_INT
}
public enum FloatType {
BYTE,
UNSIGNED_BYTE,
SHORT,
UNSIGNED_SHORT,
INT,
UNSIGNED_INT,
HALF_FLOAT,
FLOAT,
DOUBLE,
FIXED,
INT_2_10_10_10_REV,
UNSIGNED_INT_2_10_10_10_REV,
UNSIGNED_INT_10F_11F_11F_REV
}
static void initIntTypeMap(final CoreGL gl) {
intTypeMap.put(IntType.BYTE, gl.GL_BYTE());
intTypeMap.put(IntType.UNSIGNED_BYTE, gl.GL_UNSIGNED_BYTE());
intTypeMap.put(IntType.SHORT, gl.GL_SHORT());
intTypeMap.put(IntType.UNSIGNED_SHORT, gl.GL_UNSIGNED_SHORT());
intTypeMap.put(IntType.INT, gl.GL_INT());
intTypeMap.put(IntType.UNSIGNED_INT, gl.GL_UNSIGNED_INT());
}
static void initFloatTypeMap(final CoreGL gl) {
floatTypeMap.put(FloatType.BYTE, gl.GL_BYTE());
floatTypeMap.put(FloatType.UNSIGNED_BYTE, gl.GL_UNSIGNED_BYTE());
floatTypeMap.put(FloatType.SHORT, gl.GL_SHORT());
floatTypeMap.put(FloatType.UNSIGNED_SHORT, gl.GL_UNSIGNED_SHORT());
floatTypeMap.put(FloatType.INT, gl.GL_INT());
floatTypeMap.put(FloatType.UNSIGNED_INT, gl.GL_UNSIGNED_INT());
floatTypeMap.put(FloatType.HALF_FLOAT, gl.GL_HALF_FLOAT());
floatTypeMap.put(FloatType.FLOAT, gl.GL_FLOAT());
floatTypeMap.put(FloatType.DOUBLE, gl.GL_DOUBLE());
floatTypeMap.put(FloatType.FIXED, gl.GL_FIXED());
floatTypeMap.put(FloatType.INT_2_10_10_10_REV, gl.GL_INT_2_10_10_10_REV());
floatTypeMap.put(FloatType.UNSIGNED_INT_2_10_10_10_REV, gl.GL_UNSIGNED_INT_2_10_10_10_REV());
floatTypeMap.put(FloatType.UNSIGNED_INT_10F_11F_11F_REV, gl.GL_UNSIGNED_INT_10F_11F_11F_REV());
}
/*
* Lazy initialization of static maps (init requires instance of CoreGL)
*/
private static void checkLazyInit(final CoreGL gl) {
if (intTypeMap.size() == 0) {
initIntTypeMap(gl);
}
if (floatTypeMap.size() == 0) {
initFloatTypeMap(gl);
}
}
}
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