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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.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
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;
import com.badlogic.gdx.utils.GdxRuntimeException;
/**
* A {@link VertexData} implementation based on OpenGL vertex buffer objects.
*
*
*
* If the OpenGL ES context was lost you can call {@link #invalidate()} to recreate a new OpenGL vertex buffer object. This class
* can be used seamlessly with OpenGL ES 1.x and 2.0.
*
*
*
* In case OpenGL ES 2.0 is used in the application the data is bound via glVertexAttribPointer() according to the attribute
* aliases specified via {@link VertexAttributes} in the constructor.
*
*
*
* Uses indirect Buffers on Android 1.5/1.6 to fix GC invocation due to leaking PlatformAddress instances.
*
*
*
* VertexBufferObjects must be disposed via the {@link #dispose()} method when no longer needed
*
*
* @author mzechner */
public class VertexBufferObjectSubData implements VertexData {
final static IntBuffer tmpHandle = BufferUtils.newIntBuffer(1);
final VertexAttributes attributes;
final FloatBuffer buffer;
final ByteBuffer byteBuffer;
int bufferHandle;
final boolean isDirect;
final boolean isStatic;
final int usage;
boolean isDirty = false;
boolean isBound = false;
/** Constructs a new interleaved VertexBufferObject.
*
* @param isStatic whether the vertex data is static.
* @param numVertices the maximum number of vertices
* @param attributes the {@link VertexAttribute}s. */
public VertexBufferObjectSubData (boolean isStatic, int numVertices, VertexAttribute... attributes) {
this.isStatic = isStatic;
this.attributes = new VertexAttributes(attributes);
// if (Gdx.app.getType() == ApplicationType.Android
// && Gdx.app.getVersion() < 5) {
// byteBuffer = ByteBuffer.allocate(this.attributes.vertexSize
// * numVertices);
// byteBuffer.order(ByteOrder.nativeOrder());
// isDirect = false;
// } else {
byteBuffer = BufferUtils.newByteBuffer(this.attributes.vertexSize * numVertices);
isDirect = true;
// }
usage = isStatic ? GL11.GL_STATIC_DRAW : GL11.GL_DYNAMIC_DRAW;
buffer = byteBuffer.asFloatBuffer();
bufferHandle = createBufferObject();
buffer.flip();
byteBuffer.flip();
}
private int createBufferObject () {
if (Gdx.gl20 != null) {
Gdx.gl20.glGenBuffers(1, tmpHandle);
Gdx.gl20.glBindBuffer(GL20.GL_ARRAY_BUFFER, tmpHandle.get(0));
Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.capacity(), null, usage);
Gdx.gl20.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
} else {
Gdx.gl11.glGenBuffers(1, tmpHandle);
Gdx.gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, tmpHandle.get(0));
Gdx.gl11.glBufferData(GL11.GL_ARRAY_BUFFER, byteBuffer.capacity(), null, usage);
Gdx.gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
}
return tmpHandle.get(0);
}
/** {@inheritDoc} */
@Override
public VertexAttributes getAttributes () {
return attributes;
}
/** {@inheritDoc} */
@Override
public int getNumVertices () {
return buffer.limit() * 4 / attributes.vertexSize;
}
/** {@inheritDoc} */
public int getNumMaxVertices () {
return byteBuffer.capacity() / attributes.vertexSize;
}
/** {@inheritDoc} */
@Override
public FloatBuffer getBuffer () {
isDirty = true;
return buffer;
}
/** {@inheritDoc} */
@Override
public void setVertices (float[] vertices, int offset, int count) {
isDirty = true;
if (isDirect) {
BufferUtils.copy(vertices, byteBuffer, count, offset);
buffer.position(0);
buffer.limit(count);
} else {
buffer.clear();
buffer.put(vertices, offset, count);
buffer.flip();
byteBuffer.position(0);
byteBuffer.limit(buffer.limit() << 2);
}
if (isBound) {
if (Gdx.gl20 != null) {
GL20 gl = Gdx.gl20;
gl.glBufferSubData(GL20.GL_ARRAY_BUFFER, 0, byteBuffer.limit(), byteBuffer);
} else {
GL11 gl = Gdx.gl11;
gl.glBufferSubData(GL11.GL_ARRAY_BUFFER, 0, byteBuffer.limit(), byteBuffer);
}
isDirty = false;
}
}
/** {@inheritDoc} */
@Override
public void bind () {
GL11 gl = Gdx.gl11;
gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, bufferHandle);
if (isDirty) {
byteBuffer.limit(buffer.limit() * 4);
gl.glBufferSubData(GL11.GL_ARRAY_BUFFER, 0, byteBuffer.limit(), byteBuffer);
// gl.glBufferData(GL11.GL_ARRAY_BUFFER, byteBuffer.limit(),
// byteBuffer, usage);
isDirty = false;
}
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:
gl.glEnableClientState(GL11.GL_VERTEX_ARRAY);
gl.glVertexPointer(attribute.numComponents, GL10.GL_FLOAT, attributes.vertexSize, attribute.offset);
break;
case Usage.Color:
case Usage.ColorPacked:
int colorType = GL10.GL_FLOAT;
if (attribute.usage == Usage.ColorPacked) colorType = GL11.GL_UNSIGNED_BYTE;
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(attribute.numComponents, colorType, attributes.vertexSize, attribute.offset);
break;
case Usage.Normal:
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
gl.glNormalPointer(GL10.GL_FLOAT, attributes.vertexSize, attribute.offset);
break;
case Usage.TextureCoordinates:
gl.glClientActiveTexture(GL10.GL_TEXTURE0 + textureUnit);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(attribute.numComponents, GL10.GL_FLOAT, attributes.vertexSize, attribute.offset);
textureUnit++;
break;
default:
throw new GdxRuntimeException("unkown vertex attribute type: " + attribute.usage);
}
}
isBound = true;
}
/** Binds this VertexBufferObject for rendering via glDrawArrays or glDrawElements
*
* @param shader the shader */
public void bind (ShaderProgram shader) {
GL20 gl = Gdx.gl20;
gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle);
if (isDirty) {
byteBuffer.limit(buffer.limit() * 4);
gl.glBufferSubData(GL11.GL_ARRAY_BUFFER, 0, byteBuffer.limit(), byteBuffer);
// gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(),
// byteBuffer, usage);
isDirty = false;
}
int numAttributes = attributes.size();
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;
}
shader.setVertexAttribute(attribute.alias, attribute.numComponents, colorType, normalize, attributes.vertexSize,
attribute.offset);
}
isBound = true;
}
/** {@inheritDoc} */
@Override
public void unbind () {
GL11 gl = Gdx.gl11;
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 also 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);
}
}
gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
isBound = false;
}
/** 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);
}
gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
isBound = false;
}
/** Invalidates the VertexBufferObject so a new OpenGL buffer handle is created. Use this in case of a context loss. */
public void invalidate () {
bufferHandle = createBufferObject();
isDirty = true;
}
/** Disposes of all resources this VertexBufferObject uses. */
@Override
public void dispose () {
if (Gdx.gl20 != null) {
tmpHandle.clear();
tmpHandle.put(bufferHandle);
tmpHandle.flip();
GL20 gl = Gdx.gl20;
gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
gl.glDeleteBuffers(1, tmpHandle);
bufferHandle = 0;
} else {
tmpHandle.clear();
tmpHandle.put(bufferHandle);
tmpHandle.flip();
GL11 gl = Gdx.gl11;
gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
gl.glDeleteBuffers(1, tmpHandle);
bufferHandle = 0;
}
}
/** Returns the VBO handle
* @return the VBO handle */
public int getBufferHandle () {
return bufferHandle;
}
}
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