/*
* Visage
* Copyright (c) 2015-2016, Aesen Vismea <aesen@unascribed.com>
*
* The MIT License
*
* 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 com.surgeplay.visage.slave.render.primitive;
import static org.lwjgl.opengl.ARBBufferObject.GL_STATIC_DRAW_ARB;
import static org.lwjgl.opengl.ARBBufferObject.glBindBufferARB;
import static org.lwjgl.opengl.ARBBufferObject.glBufferDataARB;
import static org.lwjgl.opengl.ARBBufferObject.glGenBuffersARB;
import static org.lwjgl.opengl.ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import com.surgeplay.visage.Visage;
import com.surgeplay.visage.slave.render.Renderer;
public class Plane extends Primitive {
private int tcbo = Integer.MAX_VALUE;
@Override
public void render(Renderer renderer) {
if (tcbo == Integer.MAX_VALUE) {
if (Visage.debug) Visage.log.finer("Creating texture coord buffer");
tcbo = glGenBuffersARB();
FloatBuffer uv = BufferUtils.createFloatBuffer(texture.u.length+texture.v.length);
for (int i = 0; i < texture.u.length; i++) {
uv.put(texture.u[i]);
uv.put(texture.v[i]);
}
uv.flip();
glBindBufferARB(GL_ARRAY_BUFFER_ARB, tcbo);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, uv, GL_STATIC_DRAW_ARB);
}
doRender(renderer, renderer.planeVbo, tcbo, Renderer.planeVertices);
}
}