/******************************************************************************* * 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.IntBuffer; import java.nio.ShortBuffer; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL11; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.utils.BufferUtils; import com.badlogic.gdx.utils.GdxRuntimeException; /** * <p> * In IndexBufferObject wraps OpenGL's index buffer functionality to be used in conjunction with VBOs. This class can be * seamlessly used with OpenGL ES 1.x and 2.0. * </p> * * <p> * Uses indirect Buffers on Android 1.5/1.6 to fix GC invocation due to leaking PlatformAddress instances. * </p> * * <p> * You can also use this to store indices for vertex arrays. Do not call {@link #bind()} or {@link #unbind()} in this * case but rather use {@link #getBuffer()} to use the buffer directly with glDrawElements. You must also create the * IndexBufferObject with the second constructor and specify isDirect as true as glDrawElements in conjunction with * vertex arrays needs direct buffers. * </p> * * <p> * VertexBufferObjects must be disposed via the {@link #dispose()} method when no longer needed * </p> * * @author mzechner */ public class IndexBufferObject implements IndexData { final static IntBuffer tmpHandle = BufferUtils.newIntBuffer(1); ShortBuffer buffer; ByteBuffer byteBuffer; int bufferHandle; final boolean isDirect; boolean isDirty = true; boolean isBound = false; final int usage; /** * Creates a new IndexBufferObject. * * @param isStatic * whether the index buffer is static * @param maxIndices * the maximum number of indices this buffer can hold */ public IndexBufferObject(boolean isStatic, int maxIndices) { // if (Gdx.app.getType() == ApplicationType.Android // && Gdx.app.getVersion() < 5) { // byteBuffer = ByteBuffer.allocate(maxIndices * 2); // byteBuffer.order(ByteOrder.nativeOrder()); // isDirect = false; // } else { byteBuffer = BufferUtils.newUnsafeByteBuffer(maxIndices * 2); isDirect = true; // } buffer = byteBuffer.asShortBuffer(); buffer.flip(); byteBuffer.flip(); bufferHandle = createBufferObject(); usage = isStatic ? GL11.GL_STATIC_DRAW : GL11.GL_DYNAMIC_DRAW; } /** * Creates a new IndexBufferObject to be used with vertex arrays. * * @param maxIndices * the maximum number of indices this buffer can hold */ public IndexBufferObject(int maxIndices) { byteBuffer = BufferUtils.newUnsafeByteBuffer(maxIndices * 2); this.isDirect = true; buffer = byteBuffer.asShortBuffer(); buffer.flip(); byteBuffer.flip(); bufferHandle = createBufferObject(); usage = GL11.GL_STATIC_DRAW; } private int createBufferObject() { if (Gdx.gl20 != null) { Gdx.gl20.glGenBuffers(1, tmpHandle); return tmpHandle.get(0); } else if (Gdx.gl11 != null) { Gdx.gl11.glGenBuffers(1, tmpHandle); return tmpHandle.get(0); } else { throw new GdxRuntimeException("Can not use IndexBufferObject with GLES 1.0, need 1.1 or 2.0"); } } /** @return the number of indices currently stored in this buffer */ public int getNumIndices() { return buffer.limit(); } /** @return the maximum number of indices this IndexBufferObject can store. */ public int getNumMaxIndices() { return buffer.capacity(); } /** * <p> * Sets the indices of this IndexBufferObject, discarding the old indices. The count must equal the number of * indices to be copied to this IndexBufferObject. * </p> * * <p> * This can be called in between calls to {@link #bind()} and {@link #unbind()}. The index data will be updated * instantly. * </p> * * @param indices * the vertex data * @param offset * the offset to start copying the data from * @param count * the number of shorts to copy */ public void setIndices(short[] indices, int offset, int count) { isDirty = true; buffer.clear(); buffer.put(indices, offset, count); buffer.flip(); byteBuffer.position(0); byteBuffer.limit(count << 1); if (isBound) { if (Gdx.gl11 != null) { GL11 gl = Gdx.gl11; gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); } else if (Gdx.gl20 != null) { GL20 gl = Gdx.gl20; gl.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); } isDirty = false; } } /** * <p> * Returns the underlying ShortBuffer. If you modify the buffer contents they wil be uploaded on the call to * {@link #bind()}. If you need immediate uploading use {@link #setIndices(short[], int, int)}. * </p> * * @return the underlying short buffer. */ public ShortBuffer getBuffer() { isDirty = true; return buffer; } /** Binds this IndexBufferObject for rendering with glDrawElements. */ public void bind() { if (bufferHandle == 0) throw new GdxRuntimeException("No buffer allocated!"); if (Gdx.gl11 != null) { GL11 gl = Gdx.gl11; gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, bufferHandle); if (isDirty) { byteBuffer.limit(buffer.limit() * 2); gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } } else { GL20 gl = Gdx.gl20; gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufferHandle); if (isDirty) { byteBuffer.limit(buffer.limit() * 2); gl.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } } isBound = true; } /** Unbinds this IndexBufferObject. */ public void unbind() { if (Gdx.gl11 != null) { Gdx.gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } else if (Gdx.gl20 != null) { Gdx.gl20.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } isBound = false; } /** Invalidates the IndexBufferObject so a new OpenGL buffer handle is created. Use this in case of a context loss. */ public void invalidate() { bufferHandle = createBufferObject(); isDirty = true; } /** Disposes this IndexBufferObject and all its associated OpenGL resources. */ public void dispose() { if (Gdx.gl20 != null) { tmpHandle.clear(); tmpHandle.put(bufferHandle); tmpHandle.flip(); GL20 gl = Gdx.gl20; gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0); gl.glDeleteBuffers(1, tmpHandle); bufferHandle = 0; } else if (Gdx.gl11 != null) { tmpHandle.clear(); tmpHandle.put(bufferHandle); tmpHandle.flip(); GL11 gl = Gdx.gl11; gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); gl.glDeleteBuffers(1, tmpHandle); bufferHandle = 0; } BufferUtils.disposeUnsafeByteBuffer(byteBuffer); } }