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:

  • Class Summary
    Class Description
    Atlas
    Represents a texture atlas (or sprite sheet) that will provide the texture coordinates of sub-images within a larger Texture.
    Color
    An immutable object used to represent color.
    GLCaps
    Supplies a Model object with user-defined OpenGL capabilities.
    GLProgram
    Represents a completed shader program comprised of multiple Shader 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 the graphics 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 a Model.
    Model
    Represents a 3D model.
    Point  
    Polygon
    Objects of this class can be used as part of a larger UI 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 by RectangleBatch 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.