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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
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package com.badlogic.gdx.graphics.glutils;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.GL11;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
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 does not support shaders and for that matter OpenGL ES 2.0. 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(); } /** {@inheritDoc} */ @Override public void dispose () { BufferUtils.disposeUnsafeByteBuffer(byteBuffer); } /** {@inheritDoc} */ @Override public FloatBuffer getBuffer () { return buffer; } /** {@inheritDoc} */ @Override public int getNumVertices () { return buffer.limit() * 4 / attributes.vertexSize; } /** {@inheritDoc} */ public int getNumMaxVertices () { return byteBuffer.capacity() / attributes.vertexSize; } /** {@inheritDoc} */ @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 bind () { GL10 gl = Gdx.gl10; int textureUnit = 0; int numAttributes = attributes.size(); byteBuffer.limit(buffer.limit() * 4); for (int i = 0; i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); switch (attribute.usage) { case Usage.Position: byteBuffer.position(attribute.offset); gl.glEnableClientState(GL11.GL_VERTEX_ARRAY); gl.glVertexPointer(attribute.numComponents, GL10.GL_FLOAT, attributes.vertexSize, byteBuffer); break; case Usage.Color: case Usage.ColorPacked: int colorType = GL10.GL_FLOAT; if (attribute.usage == Usage.ColorPacked) colorType = GL11.GL_UNSIGNED_BYTE; byteBuffer.position(attribute.offset); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(attribute.numComponents, colorType, attributes.vertexSize, byteBuffer); break; case Usage.Normal: byteBuffer.position(attribute.offset); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl.glNormalPointer(GL10.GL_FLOAT, attributes.vertexSize, byteBuffer); break; case Usage.TextureCoordinates: gl.glClientActiveTexture(GL10.GL_TEXTURE0 + textureUnit); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); byteBuffer.position(attribute.offset); gl.glTexCoordPointer(attribute.numComponents, GL10.GL_FLOAT, attributes.vertexSize, byteBuffer); textureUnit++; break; default: // throw new GdxRuntimeException("unkown vertex attribute type: " + attribute.usage); } } isBound = true; } @Override public void unbind () { GL10 gl = Gdx.gl10; int textureUnit = 0; int numAttributes = attributes.size(); for (int i = 0; i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); switch (attribute.usage) { case Usage.Position: break; // no-op, we always need a position bound in gles case Usage.Color: case Usage.ColorPacked: gl.glDisableClientState(GL11.GL_COLOR_ARRAY); break; case Usage.Normal: gl.glDisableClientState(GL11.GL_NORMAL_ARRAY); break; case Usage.TextureCoordinates: gl.glClientActiveTexture(GL11.GL_TEXTURE0 + textureUnit); gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); textureUnit++; break; default: // throw new GdxRuntimeException("unkown vertex attribute type: " + attribute.usage); } } byteBuffer.position(0); isBound = false; } public void bind (ShaderProgram shader) { GL20 gl = Gdx.gl20; int numAttributes = attributes.size(); byteBuffer.limit(buffer.limit() * 4); for (int i = 0; i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); shader.enableVertexAttribute(attribute.alias); int colorType = GL20.GL_FLOAT; boolean normalize = false; if (attribute.usage == Usage.ColorPacked) { colorType = GL20.GL_UNSIGNED_BYTE; normalize = true; } byteBuffer.position(attribute.offset); shader.setVertexAttribute(attribute.alias, attribute.numComponents, colorType, normalize, attributes.vertexSize, byteBuffer); } isBound = true; } /** Unbinds this VertexBufferObject. * * @param shader the shader */ public void unbind (ShaderProgram shader) { GL20 gl = Gdx.gl20; int numAttributes = attributes.size(); for (int i = 0; i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); shader.disableVertexAttribute(attribute.alias); } isBound = false; } @Override public VertexAttributes getAttributes () { return attributes; } }




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