Package org.xjge.graphics
Supplies abstractions of OpenGL into various objects and data structures to
be used by other parts of the engine. This open-ended decentralized approach
to rendering enables implementing classes to make better use of the graphics
pipeline while retaining more opportunities for optimization.
These Abstractions include:
Atlas
Graphics
Instance2D
Model
SkeletalAnimation
SpriteAnimation
Texture
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Class Summary Class Description Atlas Represents a texture atlas (or sprite sheet) that will provide the texture coordinates of sub-images within a largerTexture
.Color An immutable object used to represent color.GLCaps Supplies aModel
object with user-defined OpenGL capabilities.GLProgram Represents a completed shader program comprised of multipleShader
objects that specify how data sent to the GPU will be processed at different rendering stages while the program is active.Graphics Component object that supplies implementing objects with the following: A vertex buffer object - As a default buffer through which the implementing class may supply its vertex data to thegraphics pipeline
. A index buffer object - To discourage data redundancy by specifying which vertices to reuse for the objects model mesh. A vertex array object - For providing convenient access to the default vertex buffer in addition to any the implementation may define.Icon Represents a quickly comprehensible symbol included to help users better understand an interface.Instance2D Defines a set of reusable vertex data that can be utilized to represent a 2D object that makes use of instanced rendering techniques.Mesh Represents a 3D polygonal collection of vertices, edges, and faces that will define the shape of aModel
.Model Represents a 3D model.Point Polygon Objects of this class can be used as part of a largerUI widget
to represent a regular 2D shape such as a pentagon, hexagon, or circle by utilizing the number of sides specified through its constructor.PostProcessShader These objects are used to apply post-processing effects to the framebuffer texture of a viewport.Rectangle Data structure used byRectangleBatch
objects to draw single color rectangles.RectangleBatch Used to batch render rectangles.Shader Encapsulates an OpenGL shader object.SpriteAnimation Represents a 2D sprite animation that iterates over a series of sub-images from a texture atlas in sequence to create the illusion of movement.Texture Supplies the data parsed from an image file into a new two-dimensional texture object that can be used by the graphics pipeline. -
Enum Summary Enum Description BufferType Represents a GLSL data type that will be used to allocate a data buffer of corresponding size.