/******************************************************************************* * 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.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; /** * <p> * A {@link VertexData} implementation based on OpenGL vertex buffer objects. * </p> * * <p> * 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. * </p> * * <p> * 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. * </p> * * <p> * Uses indirect Buffers on Android 1.5/1.6 to fix GC invocation due to leaking PlatformAddress instances. * </p> * * <p> * VertexBufferObjects must be disposed via the {@link #dispose()} method when no longer needed * </p> * * @author mzechner, Dave Clayton <contact@redskyforge.com> */ public class VertexBufferObject implements VertexData { final static IntBuffer tmpHandle = BufferUtils.newIntBuffer(1); final VertexAttributes attributes; final FloatBuffer buffer; final ByteBuffer byteBuffer; int bufferHandle; 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 VertexBufferObject(boolean isStatic, int numVertices, VertexAttribute... attributes) { this(isStatic, numVertices, new VertexAttributes(attributes)); } /** * Constructs a new interleaved VertexBufferObject. * * @param isStatic * whether the vertex data is static. * @param numVertices * the maximum number of vertices * @param attributes * the {@link VertexAttributes}. */ public VertexBufferObject(boolean isStatic, int numVertices, VertexAttributes attributes) { this.isStatic = isStatic; this.attributes = attributes; byteBuffer = BufferUtils.newUnsafeByteBuffer(this.attributes.vertexSize * numVertices); buffer = byteBuffer.asFloatBuffer(); buffer.flip(); byteBuffer.flip(); bufferHandle = createBufferObject(); usage = isStatic ? GL11.GL_STATIC_DRAW : GL11.GL_DYNAMIC_DRAW; } private int createBufferObject() { if (Gdx.gl20 != null) Gdx.gl20.glGenBuffers(1, tmpHandle); else Gdx.gl11.glGenBuffers(1, tmpHandle); 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; BufferUtils.copy(vertices, byteBuffer, count, offset); buffer.position(0); buffer.limit(count); if (isBound) { if (Gdx.gl20 != null) { GL20 gl = Gdx.gl20; gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); } else { GL11 gl = Gdx.gl11; gl.glBufferData(GL11.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); } 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.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.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; } BufferUtils.disposeUnsafeByteBuffer(byteBuffer); } }