/** * The MIT License (MIT) * * Copyright (c) 2015 Tyler Bucher * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package org.ajgl.graphics; import java.nio.ByteBuffer; import org.ajgl.OpenGLInfo; import org.ajgl.graphics.UtilAnnotations.GlBeginMode; import org.ajgl.graphics.UtilAnnotations.GlBufferFunction; import org.ajgl.graphics.UtilAnnotations.GlDataType; import org.lwjgl.opengl.GL11; /** * <p>This class draws shapes to the screen through OpenGL. The * rendering method that this class uses is "Vertex Arrays". Please * note that of this moment (03/8/2015) OpenGL has not deprecated vertex * arrays. But they are not often used in modern OpenGL.</p> * <p>The VertexArrays class has been tagged with the GlBufferFunction * because it uses all of the same functions. There in one major difference * that you should take not of, the difference is that you do not need to call * {@link org.lwjgl.opengl.GL15#glBindBuffer(int, int) glBindBuffer} for any * reason. The reason is because vertex arrays pass the buffer directly to * the pointer function.</p> * @author Tyler Bucher */ @GlBufferFunction public final class VertexArrays { /** * Draws the vertex array; Uses redundant vertices. * @param beginMode - The OpenGL begin mode. * @param vertexNumber - The number of vertices. * @param first - The start point of the array. */ @OpenGLInfo(doc = false, openGLVersion = "1.1", profile = "OPENGL_COMPAT_PROFILE") public static void drawArrays(@GlBeginMode int beginMode, int vertexNumber, int first) { GL11.glDrawArrays(beginMode, first, vertexNumber); } /** * Draws the vertex array; Does not use redundant vertices. * @param beginMode - The OpenGL begin mode. * @param dataType - The OpenGL dataType. * @param vertexNumber - The number of vertices. * @param indices - The index vertices. */ @OpenGLInfo(doc = false, openGLVersion = "1.1", profile = "OPENGL_COMPAT_PROFILE") public static void drawElements(@GlBeginMode int beginMode, @GlDataType int dataType, int vertexNumber, ByteBuffer indices) { GL11.glDrawElements(beginMode, vertexNumber, dataType, indices); } }