com.badlogic.gdx.graphics.glutils.VertexArray Maven / Gradle / Ivy
/*******************************************************************************
* 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.ByteBuffer;
import java.nio.FloatBuffer;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.utils.BufferUtils;
/**
* Convenience class for working with OpenGL vertex arrays. It interleaves all data in the order you specified in the constructor
* via {@link VertexAttribute}.
*
*
*
* This class is not compatible with OpenGL 3+ core profiles. For this {@link VertexBufferObject}s are needed.
*
*
* @author mzechner, Dave Clayton */
public class VertexArray implements VertexData {
final VertexAttributes attributes;
final FloatBuffer buffer;
final ByteBuffer byteBuffer;
boolean isBound = false;
/** Constructs a new interleaved VertexArray
*
* @param numVertices the maximum number of vertices
* @param attributes the {@link VertexAttribute}s */
public VertexArray (int numVertices, VertexAttribute... attributes) {
this(numVertices, new VertexAttributes(attributes));
}
/** Constructs a new interleaved VertexArray
*
* @param numVertices the maximum number of vertices
* @param attributes the {@link VertexAttributes} */
public VertexArray (int numVertices, VertexAttributes attributes) {
this.attributes = attributes;
byteBuffer = BufferUtils.newUnsafeByteBuffer(this.attributes.vertexSize * numVertices);
buffer = byteBuffer.asFloatBuffer();
buffer.flip();
byteBuffer.flip();
}
@Override
public void dispose () {
BufferUtils.disposeUnsafeByteBuffer(byteBuffer);
}
@Override
public FloatBuffer getBuffer () {
return buffer;
}
@Override
public int getNumVertices () {
return buffer.limit() * 4 / attributes.vertexSize;
}
public int getNumMaxVertices () {
return byteBuffer.capacity() / attributes.vertexSize;
}
@Override
public void setVertices (float[] vertices, int offset, int count) {
BufferUtils.copy(vertices, byteBuffer, count, offset);
buffer.position(0);
buffer.limit(count);
}
@Override
public void updateVertices (int targetOffset, float[] vertices, int sourceOffset, int count) {
final int pos = byteBuffer.position();
byteBuffer.position(targetOffset * 4);
BufferUtils.copy(vertices, sourceOffset, count, byteBuffer);
byteBuffer.position(pos);
}
@Override
public void bind (final ShaderProgram shader) {
bind(shader, null);
}
@Override
public void bind (final ShaderProgram shader, final int[] locations) {
final int numAttributes = attributes.size();
byteBuffer.limit(buffer.limit() * 4);
if (locations == null) {
for (int i = 0; i < numAttributes; i++) {
final VertexAttribute attribute = attributes.get(i);
final int location = shader.getAttributeLocation(attribute.alias);
if (location < 0) continue;
shader.enableVertexAttribute(location);
if (attribute.type == GL20.GL_FLOAT) {
buffer.position(attribute.offset / 4);
shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize,
buffer);
} else {
byteBuffer.position(attribute.offset);
shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize,
byteBuffer);
}
}
} else {
for (int i = 0; i < numAttributes; i++) {
final VertexAttribute attribute = attributes.get(i);
final int location = locations[i];
if (location < 0) continue;
shader.enableVertexAttribute(location);
if (attribute.type == GL20.GL_FLOAT) {
buffer.position(attribute.offset / 4);
shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize,
buffer);
} else {
byteBuffer.position(attribute.offset);
shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize,
byteBuffer);
}
}
}
isBound = true;
}
/** Unbinds this VertexBufferObject.
*
* @param shader the shader */
@Override
public void unbind (ShaderProgram shader) {
unbind(shader, null);
}
@Override
public void unbind (ShaderProgram shader, int[] locations) {
final int numAttributes = attributes.size();
if (locations == null) {
for (int i = 0; i < numAttributes; i++) {
shader.disableVertexAttribute(attributes.get(i).alias);
}
} else {
for (int i = 0; i < numAttributes; i++) {
final int location = locations[i];
if (location >= 0) shader.disableVertexAttribute(location);
}
}
isBound = false;
}
@Override
public VertexAttributes getAttributes () {
return attributes;
}
@Override
public void invalidate () {
}
}