com.badlogic.gdx.graphics.glutils.VertexData Maven / Gradle / Ivy
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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.
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package com.badlogic.gdx.graphics.glutils;
import java.nio.FloatBuffer;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.IntIntMap;
/** A VertexData instance holds vertices for rendering with OpenGL. It is implemented as either a {@link VertexArray} or a
* {@link VertexBufferObject}. Only the later supports OpenGL ES 2.0.
*
* @author mzechner */
public interface VertexData extends Disposable {
/** @return the number of vertices this VertexData stores */
public int getNumVertices ();
/** @return the number of vertices this VertedData can store */
public int getNumMaxVertices ();
/** @return the {@link VertexAttributes} as specified during construction. */
public VertexAttributes getAttributes ();
/** Sets the vertices of this VertexData, discarding the old vertex data. The count must equal the number of floats per vertex
* times the number of vertices to be copied to this VertexData. The order of the vertex attributes must be the same as
* specified at construction time via {@link VertexAttributes}.
*
* This can be called in between calls to bind and unbind. The vertex data will be updated instantly.
* @param vertices the vertex data
* @param offset the offset to start copying the data from
* @param count the number of floats to copy */
public void setVertices (float[] vertices, int offset, int count);
/** Update (a portion of) the vertices. Does not resize the backing buffer.
* @param vertices the vertex data
* @param sourceOffset the offset to start copying the data from
* @param count the number of floats to copy */
public void updateVertices (int targetOffset, float[] vertices, int sourceOffset, int count);
/** Returns the underlying FloatBuffer. If you modify the buffer contents they will be uploaded on the next call to bind. If you
* need immediate uploading use {@link #setVertices(float[], int, int)};
* @return the underlying FloatBuffer holding the vertex data. */
public FloatBuffer getBuffer ();
/** Binds this VertexData for rendering via glDrawArrays or glDrawElements. */
public void bind (ShaderProgram shader);
/** Binds this VertexData for rendering via glDrawArrays or glDrawElements.
* @param locations array containing the attribute locations. */
public void bind (ShaderProgram shader, int[] locations);
/** Unbinds this VertexData. */
public void unbind (ShaderProgram shader);
/** Unbinds this VertexData.
* @param locations array containing the attribute locations. */
public void unbind (ShaderProgram shader, int[] locations);
/** Invalidates the VertexData if applicable. Use this in case of a context loss. */
public void invalidate ();
/** Disposes this VertexData and all its associated OpenGL resources. */
public void dispose ();
}