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package com.badlogic.gdx.graphics.glutils;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.utils.BufferUtils;
import com.badlogic.gdx.utils.GdxRuntimeException;
import com.github.xpenatan.gdx.backends.teavm.gen.Emulate;
import java.nio.ShortBuffer;

/**
 * 

* In IndexBufferObject wraps OpenGL's index buffer functionality to be used in conjunction with VBOs. This class can be * seamlessly used with OpenGL ES 1.x and 2.0. *

* *

* Uses indirect Buffers on Android 1.5/1.6 to fix GC invocation due to leaking PlatformAddress instances. *

* *

* You can also use this to store indices for vertex arrays. Do not call {@link #bind()} or {@link #unbind()} in this case but * rather use {@link #getBuffer()} to use the buffer directly with glDrawElements. You must also create the IndexBufferObject with * the second constructor and specify isDirect as true as glDrawElements in conjunction with vertex arrays needs direct buffers. *

* *

* VertexBufferObjects must be disposed via the {@link #dispose()} method when no longer needed *

* * @author mzechner */ @Emulate(IndexBufferObject.class) public class IndexBufferObjectEmu implements IndexData { ShortBuffer buffer; int bufferHandle; final boolean isDirect; boolean isDirty = true; boolean isBound = false; final int usage; /** Creates a new IndexBufferObject. * * @param isStatic whether the index buffer is static * @param maxIndices the maximum number of indices this buffer can hold */ public IndexBufferObjectEmu (boolean isStatic, int maxIndices) { isDirect = true; buffer = BufferUtils.newShortBuffer(maxIndices); buffer.flip(); bufferHandle = Gdx.gl20.glGenBuffer(); usage = isStatic ? GL20.GL_STATIC_DRAW : GL20.GL_DYNAMIC_DRAW; } /** Creates a new IndexBufferObject to be used with vertex arrays. * * @param maxIndices the maximum number of indices this buffer can hold */ public IndexBufferObjectEmu (int maxIndices) { this.isDirect = true; buffer = BufferUtils.newShortBuffer(maxIndices); buffer.flip(); bufferHandle = Gdx.gl20.glGenBuffer(); usage = GL20.GL_STATIC_DRAW; } /** @return the number of indices currently stored in this buffer */ public int getNumIndices () { return buffer.limit(); } /** @return the maximum number of indices this IndexBufferObject can store. */ public int getNumMaxIndices () { return buffer.capacity(); } /** *

* Sets the indices of this IndexBufferObject, discarding the old indices. The count must equal the number of indices to be * copied to this IndexBufferObject. *

* *

* 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) { isDirty = true; buffer.clear(); buffer.put(indices, offset, count); buffer.flip(); if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, buffer.limit(), buffer, usage); isDirty = false; } } public void setIndices (ShortBuffer indices) { isDirty = true; buffer.clear(); buffer.put(indices); buffer.flip(); if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, buffer.limit(), buffer, usage); isDirty = false; } } @Override public void updateIndices (int targetOffset, short[] indices, int offset, int count) { isDirty = true; final int pos = buffer.position(); buffer.position(targetOffset); BufferUtils.copy(indices, offset, buffer, count); buffer.position(pos); if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, buffer.limit(), buffer, usage); isDirty = false; } } /** @deprecated use {@link #getBuffer(boolean)} instead */ @Override @Deprecated public ShortBuffer getBuffer () { isDirty = true; return buffer; } @Override public ShortBuffer getBuffer (boolean forWriting) { isDirty |= forWriting; return buffer; } /** Binds this IndexBufferObject for rendering with glDrawElements. */ public void bind () { if (bufferHandle == 0) throw new GdxRuntimeException("No buffer allocated!"); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufferHandle); if (isDirty) { Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, buffer.limit(), buffer, usage); isDirty = false; } isBound = true; } /** Unbinds this IndexBufferObject. */ public void unbind () { Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0); isBound = false; } /** Invalidates the IndexBufferObject so a new OpenGL buffer handle is created. Use this in case of a context loss. */ public void invalidate () { bufferHandle = Gdx.gl20.glGenBuffer(); isDirty = true; } /** Disposes this IndexBufferObject and all its associated OpenGL resources. */ public void dispose () { GL20 gl = Gdx.gl20; gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0); gl.glDeleteBuffer(bufferHandle); bufferHandle = 0; } }




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