/*******************************************************************************
* 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.FloatBuffer;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.utils.Disposable;
/**
* A VertexData instance holds vertices for rendering with OpenGL. It is implemented as either a {@link VertexArray} or
* a {@link VertexBufferObject}. Only the later supports OpenGL ES 2.0.
*
* @author mzechner
*/
public interface VertexData extends Disposable {
/** @return the number of vertices this VertexData stores */
public int getNumVertices();
/** @return the number of vertices this VertedData can store */
public int getNumMaxVertices();
/** @return the {@link VertexAttributes} as specified during construction. */
public VertexAttributes getAttributes();
/**
* <p>
* Sets the vertices of this VertexData, discarding the old vertex data. The count must equal the number of floats
* per vertex times the number of vertices to be copied to this VertexData. The order of the vertex attributes must
* be the same as specified at construction time via {@link VertexAttributes}.
* </p>
*
* <p>
* This can be called in between calls to {@link #bind()} and {@link #unbind()}. The vertex data will be updated
* instantly.
* </p>
*
* @param vertices
* the vertex data
* @param offset
* the offset to start copying the data from
* @param count
* the number of floats to copy
*/
public void setVertices(float[] vertices, int offset, int count);
/**
* <p>
* Returns the underlying FloatBuffer. If you modify the buffer contents they will be uploaded on the next call to
* {@link #bind()}. If you need immediate uploading use {@link #setVertices(float[], int, int)};
* </p>
*
* @return the underlying FloatBuffer holding the vertex data.
*/
public FloatBuffer getBuffer();
/** Binds this VertexData for rendering via glDrawArrays or glDrawElements. */
public void bind();
/** Unbinds this VertexData. */
public void unbind();
/** Binds this VertexData for rendering via glDrawArrays or glDrawElements. */
public void bind(ShaderProgram shader);
/** Unbinds this VertexData. */
public void unbind(ShaderProgram shader);
/** Disposes this VertexData and all its associated OpenGL resources. */
public void dispose();
}