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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.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 and marks it as dirty, causing the buffer contents to be uploaded on the next call to * bind. If you need immediate uploading use {@link #setVertices(float[], int, int)}; Any modifications made to the Buffer * *after* the call to bind will not automatically be uploaded. * @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 (); }





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