/* * Copyright (c) 2008-2012, Matthias Mann * * 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. * * Neither the name of Matthias Mann nor the names of its contributors may * be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS 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 COPYRIGHT OWNER 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.matthiasmann.twl.renderer.lwjgl; import java.nio.FloatBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; /** * Simple vertex array class. * * <p>This class manages an interleaved vertex array in float format: {@code tx, ty, x, y}</p> * * @author Matthias Mann */ public class VertexArray { private FloatBuffer va; public FloatBuffer allocate(int maxQuads) { int capacity = 4 * 4 * maxQuads; if(va == null || va.capacity() < capacity) { va = BufferUtils.createFloatBuffer(capacity); } va.clear(); return va; } public void bind() { va.position(2); GL11.glVertexPointer(2, 4*4, va); va.position(0); GL11.glTexCoordPointer(2, 4*4, va); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } public void drawVertices(int start, int count) { GL11.glDrawArrays(GL11.GL_QUADS, start, count); } public void drawQuads(int start, int count) { GL11.glDrawArrays(GL11.GL_QUADS, start*4, count*4); } public void unbind() { GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); } }