/******************************************************************************* * 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.ShortBuffer; import com.badlogic.gdx.utils.BufferUtils; public class IndexArray implements IndexData { final ShortBuffer buffer; final ByteBuffer byteBuffer; // used to work around bug: https://android-review.googlesource.com/#/c/73175/ private final boolean empty; /** Creates a new IndexArray to be used with vertex arrays. * * @param maxIndices the maximum number of indices this buffer can hold */ public IndexArray (int maxIndices) { empty = maxIndices == 0; if (empty) { maxIndices = 1; // avoid allocating a zero-sized buffer because of bug in Android's ART < Android 5.0 } byteBuffer = BufferUtils.newUnsafeByteBuffer(maxIndices * 2); buffer = byteBuffer.asShortBuffer(); buffer.flip(); byteBuffer.flip(); } /** @return the number of indices currently stored in this buffer */ public int getNumIndices () { return empty ? 0 : buffer.limit(); } /** @return the maximum number of indices this IndexArray can store. */ public int getNumMaxIndices () { return empty ? 0 : buffer.capacity(); } /** <p> * Sets the indices of this IndexArray, discarding the old indices. The count must equal the number of indices to be copied to * this IndexArray. * </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) { buffer.clear(); buffer.put(indices, offset, count); buffer.flip(); byteBuffer.position(0); byteBuffer.limit(count << 1); } public void setIndices (ShortBuffer indices) { int pos = indices.position(); buffer.clear(); buffer.limit(indices.remaining()); buffer.put(indices); buffer.flip(); indices.position(pos); byteBuffer.position(0); byteBuffer.limit(buffer.limit() << 1); } @Override public void updateIndices (int targetOffset, short[] indices, int offset, int count) { final int pos = byteBuffer.position(); byteBuffer.position(targetOffset * 2); BufferUtils.copy(indices, offset, byteBuffer, count); byteBuffer.position(pos); } /** <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 () { return buffer; } /** Binds this IndexArray for rendering with glDrawElements. */ public void bind () { } /** Unbinds this IndexArray. */ public void unbind () { } /** Invalidates the IndexArray so a new OpenGL buffer handle is created. Use this in case of a context loss. */ public void invalidate () { } /** Disposes this IndexArray and all its associated OpenGL resources. */ public void dispose () { BufferUtils.disposeUnsafeByteBuffer(byteBuffer); } }