Java tutorial
/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.watabou.glwrap; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import java.nio.FloatBuffer; import java.util.ArrayList; public class Vertexbuffer { private int id; private FloatBuffer vertices; private int updateStart, updateEnd; private static ArrayList<Vertexbuffer> buffers = new ArrayList<>(); public Vertexbuffer(FloatBuffer vertices) { id = Gdx.gl.glGenBuffer(); this.vertices = vertices; buffers.add(this); updateStart = 0; updateEnd = vertices.limit(); } //For flagging the buffer for a full update without changing anything public void updateVertices() { updateVertices(vertices); } //For flagging an update with a full set of new data public void updateVertices(FloatBuffer vertices) { updateVertices(vertices, 0, vertices.limit()); } //For flagging an update with a subset of data changed public void updateVertices(FloatBuffer vertices, int start, int end) { this.vertices = vertices; if (updateStart == -1) updateStart = start; else updateStart = Math.min(start, updateStart); if (updateEnd == -1) updateEnd = end; else updateEnd = Math.max(end, updateEnd); } public void updateGLData() { if (updateStart == -1) return; vertices.position(updateStart); bind(); if (updateStart == 0 && updateEnd == vertices.limit()) { Gdx.gl.glBufferData(GL20.GL_ARRAY_BUFFER, vertices.limit() * 4, vertices, GL20.GL_DYNAMIC_DRAW); } else { Gdx.gl.glBufferSubData(GL20.GL_ARRAY_BUFFER, updateStart * 4, (updateEnd - updateStart) * 4, vertices); } release(); updateStart = updateEnd = -1; } public void bind() { Gdx.gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, id); } public void release() { Gdx.gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0); } public void delete() { Gdx.gl.glDeleteBuffer(id); buffers.remove(this); } public static void refreshAllBuffers() { for (Vertexbuffer buf : buffers) { buf.updateVertices(); buf.updateGLData(); } } }