/******************************************************************************* * 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.ShortBuffer; import com.badlogic.gdx.utils.Disposable; /** An IndexData instance holds index data. Can be either a plain short buffer or an OpenGL buffer object. * @author mzechner */ public interface IndexData extends Disposable { /** @return the number of indices currently stored in this buffer */ public int getNumIndices (); /** @return the maximum number of indices this IndexBufferObject can store. */ public int getNumMaxIndices (); /** <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 index 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); /** Copies the specified indices to the indices of this IndexBufferObject, discarding the old indices. Copying start at the * current {@link ShortBuffer#position()} of the specified buffer and copied the {@link ShortBuffer#remaining()} amount of * indices. This can be called in between calls to {@link #bind()} and {@link #unbind()}. The index data will be updated * instantly. * @param indices the index data to copy */ public void setIndices (ShortBuffer indices); /** Update (a portion of) the indices. * @param targetOffset offset in indices buffer * @param indices the index data * @param offset the offset to start copying the data from * @param count the number of shorts to copy */ public void updateIndices (int targetOffset, short[] indices, int offset, int count); /** <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 (); /** Binds this IndexBufferObject for rendering with glDrawElements. */ public void bind (); /** Unbinds this IndexBufferObject. */ public void unbind (); /** Invalidates the IndexBufferObject so a new OpenGL buffer handle is created. Use this in case of a context loss. */ public void invalidate (); /** Disposes this IndexDatat and all its associated OpenGL resources. */ public void dispose (); }