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simple utility methods to make life with OpenGL core profile simpler
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/**
* Copyright (c) 2013, Jens Hohmuth
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
package de.lessvoid.coregl;
import java.nio.IntBuffer;
import de.lessvoid.coregl.spi.CoreGL;
/**
* The CoreElementVBO class represents a VBO bound to GL_ELEMENT_BUFFER.
*
* @author void
*/
public class CoreElementVBO {
private final CoreGL gl;
private final int id;
private final int usage;
private final IntBuffer indexBuffer;
CoreElementVBO(final CoreGL gl, final int usageType, final int[] data) {
this.gl = gl;
usage = usageType;
indexBuffer = gl.getUtil().createIntBuffer(data);
final IntBuffer idbuff = IntBuffer.allocate(1);
gl.glGenBuffers(1, idbuff);
idbuff.rewind(); // in case glGenBuffers doesn't call flip()
id = idbuff.get();
gl.checkGLError("glGenBuffers");
bind();
send();
}
CoreElementVBO(final CoreGL gl, final int usageType, final IntBuffer data) {
this.gl = gl;
usage = usageType;
indexBuffer = gl.getUtil().createIntBuffer(data);
final IntBuffer idbuff = IntBuffer.allocate(1);
gl.glGenBuffers(1, idbuff);
idbuff.rewind(); // in case glGenBuffers doesn't call flip()
id = idbuff.get();
gl.checkGLError("glGenBuffers");
bind();
send();
}
public static CoreElementVBO createCoreElementVBO(final CoreGL gl, final int usageType, final int[] data) {
return new CoreElementVBO(gl, usageType, data);
}
public static CoreElementVBO createCoreElementVBO(final CoreGL gl, final int usageType, final IntBuffer data) {
return new CoreElementVBO(gl, usageType, data);
}
/**
* Allows access to the internally kept nio FloatBuffer that contains the
* original buffer data. You can access and change this buffer if you want to
* update the buffer content. Just make sure that you call rewind() before
* sending your new data to the GPU with the sendData() method.
*
* @return the FloatBuffer with the original buffer data (stored in main
* memory not GPU memory)
*/
IntBuffer getBuffer() {
return indexBuffer;
}
/**
* bind the buffer object as GL_ARRAY_BUFFER
*/
void bind() {
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER(), id);
gl.checkGLError("glBindBuffer(GL_ELEMENT_ARRAY_BUFFER)");
}
/**
* bind the buffer with id 0
*/
void unbind() {
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER(), 0);
gl.checkGLError("glBindBuffer(GL_ELEMENT_ARRAY_BUFFER -> unbind)");
}
/**
* Send the content of the FloatBuffer to the GPU.
*/
void send() {
gl.glBufferData(id, indexBuffer, usage);
gl.checkGLError("glBufferData(GL_ELEMENT_ARRAY_BUFFER)");
}
/**
* Delete all resources for this VBO.
*/
void delete() {
final IntBuffer idbuff = IntBuffer.allocate(1);
idbuff.put(id);
idbuff.flip();
gl.glDeleteBuffers(1, idbuff);
}
/**
* Enable primitive restart using the given value.
*
* @param value
* the value to use as primitive restart
*/
void enablePrimitiveRestart(final int value) {
gl.glPrimitiveRestartIndex(value);
gl.glEnable(gl.GL_PRIMITIVE_RESTART());
}
/**
* Disable primitive restart again.
*/
void disablePrimitiveRestart() {
gl.glDisable(gl.GL_PRIMITIVE_RESTART());
}
}
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