/*******************************************************************************
* 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);
}
}