/** * Copyright 2010 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. 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 JogAmp Community ``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 JogAmp Community 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. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package jogamp.opengl.util.glsl; import java.nio.Buffer; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; import jogamp.opengl.util.GLArrayHandlerFlat; import jogamp.opengl.util.GLVBOArrayHandler; import com.jogamp.opengl.util.GLArrayDataEditable; import com.jogamp.opengl.util.glsl.ShaderState; /** * Used for 1:1 GLSL arrays, i.e. where the buffer data * represents this array only. */ public class GLSLArrayHandler extends GLVBOArrayHandler { public GLSLArrayHandler(final GLArrayDataEditable ad) { super(ad); } @Override public final void setSubArrayVBOName(final int vboName) { throw new UnsupportedOperationException(); } @Override public final void addSubHandler(final GLArrayHandlerFlat handler) { throw new UnsupportedOperationException(); } @Override public final void enableState(final GL gl, final boolean enable, final Object ext) { final GL2ES2 glsl = gl.getGL2ES2(); if( null != ext ) { enableShaderState(glsl, enable, (ShaderState)ext); } else { enableSimple(glsl, enable); } } private final int[] tempI = new int[1]; private final void enableShaderState(final GL2ES2 glsl, final boolean enable, final ShaderState st) { if(enable) { /* * This would be the non optimized code path: * if(ad.isVBO()) { glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); if(!ad.isVBOWritten()) { if(null!=buffer) { glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage()); } ad.setVBOWritten(true); } } st.vertexAttribPointer(glsl, ad); */ final Buffer buffer = ad.getBuffer(); if(ad.isVBO()) { // bind and refresh the VBO / vertex-attr only if necessary if(!ad.isVBOWritten()) { glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); if(null!=buffer) { glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage()); } ad.setVBOWritten(true); st.vertexAttribPointer(glsl, ad); glsl.glBindBuffer(ad.getVBOTarget(), 0); } else if(st.getAttribLocation(glsl, ad) >= 0) { // didn't experience a performance hit on this query .. // (using ShaderState's location query above to validate the location) glsl.glGetVertexAttribiv(ad.getLocation(), GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, tempI, 0); if(ad.getVBOName() != tempI[0]) { glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); st.vertexAttribPointer(glsl, ad); glsl.glBindBuffer(ad.getVBOTarget(), 0); } } } else if(null!=buffer) { st.vertexAttribPointer(glsl, ad); } st.enableVertexAttribArray(glsl, ad); } else { st.disableVertexAttribArray(glsl, ad); } } private final void enableSimple(final GL2ES2 glsl, final boolean enable) { final int location = ad.getLocation(); if( 0 > location ) { return; } if(enable) { /* * This would be the non optimized code path: * if(ad.isVBO()) { glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); if(!ad.isVBOWritten()) { if(null!=buffer) { glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage()); } ad.setVBOWritten(true); } } st.vertexAttribPointer(glsl, ad); */ final Buffer buffer = ad.getBuffer(); if(ad.isVBO()) { // bind and refresh the VBO / vertex-attr only if necessary if(!ad.isVBOWritten()) { glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); if(null!=buffer) { glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage()); } ad.setVBOWritten(true); glsl.glVertexAttribPointer(ad); glsl.glBindBuffer(ad.getVBOTarget(), 0); } else { // didn't experience a performance hit on this query .. // (using ShaderState's location query above to validate the location) glsl.glGetVertexAttribiv(location, GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, tempI, 0); if(ad.getVBOName() != tempI[0]) { glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); glsl.glVertexAttribPointer(ad); glsl.glBindBuffer(ad.getVBOTarget(), 0); } } } else if(null!=buffer) { glsl.glVertexAttribPointer(ad); } glsl.glEnableVertexAttribArray(location); } else { glsl.glDisableVertexAttribArray(location); } } }