/*
* 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);
}
}