/******************************************************************************* * 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.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.utils.BufferUtils; import com.badlogic.gdx.utils.GdxRuntimeException; /** <p> * IndexBufferObject wraps OpenGL's index buffer functionality to be used in conjunction with VBOs. * </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 IndexBufferObjectSubData implements IndexData { final ShortBuffer buffer; final 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 IndexBufferObjectSubData (boolean isStatic, int maxIndices) { byteBuffer = BufferUtils.newByteBuffer(maxIndices * 2); isDirect = true; usage = isStatic ? GL20.GL_STATIC_DRAW : GL20.GL_DYNAMIC_DRAW; buffer = byteBuffer.asShortBuffer(); buffer.flip(); byteBuffer.flip(); bufferHandle = createBufferObject(); } /** Creates a new IndexBufferObject to be used with vertex arrays. * * @param maxIndices the maximum number of indices this buffer can hold */ public IndexBufferObjectSubData (int maxIndices) { byteBuffer = BufferUtils.newByteBuffer(maxIndices * 2); this.isDirect = true; usage = GL20.GL_STATIC_DRAW; buffer = byteBuffer.asShortBuffer(); buffer.flip(); byteBuffer.flip(); bufferHandle = createBufferObject(); } private int createBufferObject () { int result = Gdx.gl20.glGenBuffer(); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, result); Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.capacity(), null, usage); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0); return result; } /** @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 floats 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) { Gdx.gl20.glBufferSubData(GL20.GL_ELEMENT_ARRAY_BUFFER, 0, byteBuffer.limit(), byteBuffer); isDirty = false; } } public void setIndices (ShortBuffer indices) { int pos = indices.position(); isDirty = true; buffer.clear(); buffer.put(indices); buffer.flip(); indices.position(pos); byteBuffer.position(0); byteBuffer.limit(buffer.limit() << 1); if (isBound) { Gdx.gl20.glBufferSubData(GL20.GL_ELEMENT_ARRAY_BUFFER, 0, byteBuffer.limit(), byteBuffer); isDirty = false; } } @Override public void updateIndices (int targetOffset, short[] indices, int offset, int count) { isDirty = true; final int pos = byteBuffer.position(); byteBuffer.position(targetOffset * 2); BufferUtils.copy(indices, offset, byteBuffer, count); byteBuffer.position(pos); buffer.position(0); if (isBound) { Gdx.gl20.glBufferSubData(GL20.GL_ELEMENT_ARRAY_BUFFER, 0, byteBuffer.limit(), byteBuffer); 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("IndexBufferObject cannot be used after it has been disposed."); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufferHandle); if (isDirty) { byteBuffer.limit(buffer.limit() * 2); Gdx.gl20.glBufferSubData(GL20.GL_ELEMENT_ARRAY_BUFFER, 0, byteBuffer.limit(), byteBuffer); isDirty = false; } isBound = true; } /** Unbinds this IndexBufferObject. */ public void unbind () { Gdx.gl20.glBindBuffer(GL20.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 () { GL20 gl = Gdx.gl20; gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0); gl.glDeleteBuffer(bufferHandle); bufferHandle = 0; } }