de.ikosa.mars.viewer.glviewer.engine.GLMesh.java Source code

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/*
 * Copyright (C) 2013 Clemens-Alexander Brust IT-Dienstleistungen
 *
 *     This program is free software: you can redistribute it and/or modify
 *     it under the terms of the GNU General Public License as published by
 *     the Free Software Foundation, either version 3 of the License, or
 *     (at your option) any later version.
 *
 *     This program is distributed in the hope that it will be useful,
 *     but WITHOUT ANY WARRANTY; without even the implied warranty of
 *     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *     GNU General Public License for more details.
 *
 *     You should have received a copy of the GNU General Public License
 *     along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

package de.ikosa.mars.viewer.glviewer.engine;

import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;

import java.util.ArrayList;
import java.util.List;

public class GLMesh {
    private String name;
    private int vertexArrayObjectId;
    private int interleavedVboId;

    private boolean hasNormals, hasTexCoords;

    private List<GLSubMesh> subMeshes;

    public GLMesh(String name, int vertexArrayObjectId, int interleavedVboId, boolean hasNormals,
            boolean hasTexCoords) {
        this.name = name;
        this.vertexArrayObjectId = vertexArrayObjectId;
        this.interleavedVboId = interleavedVboId;
        this.hasNormals = hasNormals;
        this.hasTexCoords = hasTexCoords;

        subMeshes = new ArrayList<>();
    }

    public void addSubMesh(GLSubMesh subMesh) {
        subMeshes.add(subMesh);
    }

    public String getName() {
        return name;
    }

    public GLSubMesh getSubMesh(int index) {
        return subMeshes.get(index);
    }

    public int getSubMeshCount() {
        return subMeshes.size();
    }

    public boolean hasNormals() {
        return hasNormals;
    }

    public boolean hasTexCoords() {
        return hasTexCoords;
    }

    public void use() {
        GL30.glBindVertexArray(vertexArrayObjectId);

        GL20.glEnableVertexAttribArray(0);

        if (hasNormals)
            GL20.glEnableVertexAttribArray(1);
        else
            GL20.glDisableVertexAttribArray(1);

        if (hasTexCoords)
            GL20.glEnableVertexAttribArray(2);
        else
            GL20.glDisableVertexAttribArray(2);
    }
}