net.neilcsmith.praxis.video.opengl.internal.IndexBufferObject.java Source code

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/*******************************************************************************
 * 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 net.neilcsmith.praxis.video.opengl.internal;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL15;

/** <p>
 * In IndexBufferObject wraps OpenGL's index buffer functionality to be used in conjunction with VBOs. This class can be
 * seamlessly used with OpenGL ES 1.x and 2.0.
 * </p>
 * 
 * <p>
 * Uses indirect Buffers on Android 1.5/1.6 to fix GC invocation due to leaking PlatformAddress instances.
 * </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 IndexBufferObject {

    final static IntBuffer tmpHandle = BufferUtils.createIntBuffer(1);
    ShortBuffer buffer;
    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 IndexBufferObject(boolean isStatic, int maxIndices) {
        // if (Gdx.app.getType() == ApplicationType.Android
        // && Gdx.app.getVersion() < 5) {
        // byteBuffer = ByteBuffer.allocate(maxIndices * 2);
        // byteBuffer.order(ByteOrder.nativeOrder());
        // isDirect = false;
        // } else {
        byteBuffer = ByteBuffer.allocateDirect(maxIndices * 2);
        byteBuffer.order(ByteOrder.nativeOrder());
        isDirect = true;
        // }
        buffer = byteBuffer.asShortBuffer();
        buffer.flip();
        byteBuffer.flip();
        bufferHandle = createBufferObject();
        usage = isStatic ? GL15.GL_STATIC_DRAW : GL15.GL_DYNAMIC_DRAW;
    }

    /** Creates a new IndexBufferObject to be used with vertex arrays.
     * 
     * @param maxIndices the maximum number of indices this buffer can hold */
    public IndexBufferObject(int maxIndices) {
        byteBuffer = ByteBuffer.allocateDirect(maxIndices * 2);
        byteBuffer.order(ByteOrder.nativeOrder());
        this.isDirect = true;

        buffer = byteBuffer.asShortBuffer();
        buffer.flip();
        byteBuffer.flip();
        bufferHandle = createBufferObject();
        usage = GL15.GL_STATIC_DRAW;
    }

    private int createBufferObject() {

        GL15.glGenBuffers(tmpHandle);
        return tmpHandle.get(0);

    }

    /** @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 shorts 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) {
            GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, byteBuffer, usage);
            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 RuntimeException("buuh");
        }

        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, bufferHandle);
        if (isDirty) {
            byteBuffer.limit(buffer.limit() * 2);
            GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, byteBuffer, usage);
            isDirty = false;
        }

        isBound = true;
    }

    /** Unbinds this IndexBufferObject. */
    public void unbind() {
        GL15.glBindBuffer(GL15.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() {
        tmpHandle.clear();
        tmpHandle.put(bufferHandle);
        tmpHandle.flip();
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
        GL15.glDeleteBuffers(tmpHandle);
        bufferHandle = 0;

    }
}