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/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.glutils;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ShortBuffer;
import com.badlogic.gdx.utils.BufferUtils;
public class IndexArray implements IndexData {
final ShortBuffer buffer;
final ByteBuffer byteBuffer;
// used to work around bug: https://android-review.googlesource.com/#/c/73175/
private final boolean empty;
/** Creates a new IndexArray to be used with vertex arrays.
*
* @param maxIndices the maximum number of indices this buffer can hold */
public IndexArray (int maxIndices) {
empty = maxIndices == 0;
if (empty) {
maxIndices = 1; // avoid allocating a zero-sized buffer because of bug in Android's ART < Android 5.0
}
byteBuffer = BufferUtils.newUnsafeByteBuffer(maxIndices * 2);
buffer = byteBuffer.asShortBuffer();
((Buffer)buffer).flip();
((Buffer)byteBuffer).flip();
}
/** @return the number of indices currently stored in this buffer */
public int getNumIndices () {
return empty ? 0 : buffer.limit();
}
/** @return the maximum number of indices this IndexArray can store. */
public int getNumMaxIndices () {
return empty ? 0 : buffer.capacity();
}
/**
*
* Sets the indices of this IndexArray, discarding the old indices. The count must equal the number of indices to be copied to
* this IndexArray.
*
*
*
* This can be called in between calls to {@link #bind()} and {@link #unbind()}. The index data will be updated instantly.
*
*
* @param indices the vertex data
* @param offset the offset to start copying the data from
* @param count the number of shorts to copy */
public void setIndices (short[] indices, int offset, int count) {
((Buffer)buffer).clear();
buffer.put(indices, offset, count);
((Buffer)buffer).flip();
((Buffer)byteBuffer).position(0);
((Buffer)byteBuffer).limit(count << 1);
}
public void setIndices (ShortBuffer indices) {
int pos = indices.position();
((Buffer)buffer).clear();
((Buffer)buffer).limit(indices.remaining());
buffer.put(indices);
((Buffer)buffer).flip();
((Buffer)indices).position(pos);
((Buffer)byteBuffer).position(0);
((Buffer)byteBuffer).limit(buffer.limit() << 1);
}
@Override
public void updateIndices (int targetOffset, short[] indices, int offset, int count) {
final int pos = byteBuffer.position();
((Buffer)byteBuffer).position(targetOffset * 2);
BufferUtils.copy(indices, offset, byteBuffer, count);
((Buffer)byteBuffer).position(pos);
}
/** @deprecated use {@link #getBuffer(boolean)} instead */
@Override
@Deprecated
public ShortBuffer getBuffer () {
return buffer;
}
@Override
public ShortBuffer getBuffer (boolean forWriting) {
return buffer;
}
/** Binds this IndexArray for rendering with glDrawElements. */
public void bind () {
}
/** Unbinds this IndexArray. */
public void unbind () {
}
/** Invalidates the IndexArray so a new OpenGL buffer handle is created. Use this in case of a context loss. */
public void invalidate () {
}
/** Disposes this IndexArray and all its associated OpenGL resources. */
public void dispose () {
BufferUtils.disposeUnsafeByteBuffer(byteBuffer);
}
}
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