package com.jogamp.opengl.util; import com.jogamp.opengl.*; import java.nio.*; /** * * The total number of bytes hold by the referenced buffer is: * getComponentSize()* getComponentNumber() * getElementNumber() * */ public interface GLArrayDataEditable extends GLArrayData { public boolean sealed(); public boolean enabled(); /** * Is the buffer written to the VBO ? */ public boolean isVBOWritten(); /** * Marks the buffer written to the VBO */ public void setVBOWritten(boolean written); // // Data and GL state modification .. // @Override public void destroy(GL gl); public void reset(GL gl); /** * Convenience method calling {@link #seal(boolean)} and {@link #enableBuffer(GL, boolean)}. * * @see #seal(boolean) * @see #enableBuffer(GL, boolean) * */ public void seal(GL gl, boolean seal); /** * Enables the buffer if <code>enable</code> is <code>true</code>, * and transfers the data if required. * In case {@link #isVBO() VBO is used}, it is bound accordingly for the data transfer and association, * i.e. it issued {@link #bindBuffer(GL, boolean)}. * The VBO buffer is unbound when the method returns. * <p> * Disables the buffer if <code>enable</code> is <code>false</code>. * </p> * * <p>The action will only be executed, * if the internal enable state differs, * or 'setEnableAlways' was called with 'true'.</b> * * <p>It is up to the user to enable/disable the array properly, * ie in case of multiple data sets for the same vertex attribute (VA). * Meaning in such case usage of one set while expecting another one * to be used for the same VA implies decorating each usage with enable/disable.</p> * * @see #setEnableAlways(boolean) */ public void enableBuffer(GL gl, boolean enable); /** * if <code>bind</code> is true and the data uses {@link #isVBO() VBO}, * the latter will be bound and data written to the GPU if required. * <p> * If <code>bind</code> is false and the data uses {@link #isVBO() VBO}, * the latter will be unbound. * </p> * <p> * This method is exposed to allow data VBO arrays, i.e. {@link GL#GL_ELEMENT_ARRAY_BUFFER}, * to be bounded and written while keeping the VBO bound. The latter is in contrast to {@link #enableBuffer(GL, boolean)}, * which leaves the VBO unbound, since it's not required for vertex attributes or pointers. * </p> * * @param gl current GL object * @param bind true if VBO shall be bound and data written, * otherwise clear VBO binding. * @return true if data uses VBO and action was performed, otherwise false */ public boolean bindBuffer(GL gl, boolean bind); /** * Affects the behavior of 'enableBuffer'. * * The default is 'false' * * This is useful when you mix up * GLArrayData usage with conventional GL array calls * or in case of a buggy GL VBO implementation. * * @see #enableBuffer(GL, boolean) */ public void setEnableAlways(boolean always); // // Data modification .. // public void reset(); /** * <p>If <i>seal</i> is true, it * disables write operations to the buffer. * Calls flip, ie limit:=position and position:=0.</p> * * <p>If <i>seal</i> is false, it * enable write operations continuing * at the buffer position, where you left off at seal(true), * ie position:=limit and limit:=capacity.</p> * * @see #seal(boolean) */ public void seal(boolean seal); public void rewind(); public void padding(int doneInByteSize); public void put(Buffer v); public void putb(byte v); public void puts(short v); public void puti(int v); public void putx(int v); public void putf(float v); }