Package com.badlogic.gdx.graphics.glutils

Source Code of com.badlogic.gdx.graphics.glutils.VertexArray

/*******************************************************************************
* 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.ByteOrder;
import java.nio.FloatBuffer;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.GL11;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.utils.BufferUtils;

/** <p>
* Convenience class for working with OpenGL vertex arrays. It interleaves all data in the order you specified in the constructor
* via {@link VertexAttribute}.
* </p>
*
* <p>
* This class does not support shaders and for that matter OpenGL ES 2.0. For this {@link VertexBufferObject}s are needed.
* </p>
*
* @author mzechner, Dave Clayton <contact@redskyforge.com> */
public class VertexArray implements VertexData {
  final VertexAttributes attributes;
  final FloatBuffer buffer;
  final ByteBuffer byteBuffer;
  boolean isBound = false;

  /** Constructs a new interleaved VertexArray
   *
   * @param numVertices the maximum number of vertices
   * @param attributes the {@link VertexAttribute}s */
  public VertexArray (int numVertices, VertexAttribute... attributes) {
    this(numVertices, new VertexAttributes(attributes));
  }

  /** Constructs a new interleaved VertexArray
   *
   * @param numVertices the maximum number of vertices
   * @param attributes the {@link VertexAttributes} */
  public VertexArray (int numVertices, VertexAttributes attributes) {
    this.attributes = attributes;
    byteBuffer = BufferUtils.newUnsafeByteBuffer(this.attributes.vertexSize * numVertices);
    buffer = byteBuffer.asFloatBuffer();
    buffer.flip();
    byteBuffer.flip();
  }

  /** {@inheritDoc} */
  @Override
  public void dispose () {
    BufferUtils.disposeUnsafeByteBuffer(byteBuffer);
  }

  /** {@inheritDoc} */
  @Override
  public FloatBuffer getBuffer () {
    return buffer;
  }

  /** {@inheritDoc} */
  @Override
  public int getNumVertices () {
    return buffer.limit() * 4 / attributes.vertexSize;
  }

  /** {@inheritDoc} */
  public int getNumMaxVertices () {
    return byteBuffer.capacity() / attributes.vertexSize;
  }

  /** {@inheritDoc} */
  @Override
  public void setVertices (float[] vertices, int offset, int count) {
    BufferUtils.copy(vertices, byteBuffer, count, offset);
    buffer.position(0);
    buffer.limit(count);
  }

  @Override
  public void bind () {
    GL10 gl = Gdx.gl10;
    int textureUnit = 0;
    int numAttributes = attributes.size();

    byteBuffer.limit(buffer.limit() * 4);

    for (int i = 0; i < numAttributes; i++) {
      VertexAttribute attribute = attributes.get(i);

      switch (attribute.usage) {
      case Usage.Position:
        byteBuffer.position(attribute.offset);
        gl.glEnableClientState(GL11.GL_VERTEX_ARRAY);
        gl.glVertexPointer(attribute.numComponents, GL10.GL_FLOAT, attributes.vertexSize, byteBuffer);
        break;

      case Usage.Color:
      case Usage.ColorPacked:
        int colorType = GL10.GL_FLOAT;
        if (attribute.usage == Usage.ColorPacked) colorType = GL11.GL_UNSIGNED_BYTE;
        byteBuffer.position(attribute.offset);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
        gl.glColorPointer(attribute.numComponents, colorType, attributes.vertexSize, byteBuffer);
        break;

      case Usage.Normal:
        byteBuffer.position(attribute.offset);
        gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
        gl.glNormalPointer(GL10.GL_FLOAT, attributes.vertexSize, byteBuffer);
        break;

      case Usage.TextureCoordinates:
        gl.glClientActiveTexture(GL10.GL_TEXTURE0 + textureUnit);
        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
        byteBuffer.position(attribute.offset);
        gl.glTexCoordPointer(attribute.numComponents, GL10.GL_FLOAT, attributes.vertexSize, byteBuffer);
        textureUnit++;
        break;

      default:
        // throw new GdxRuntimeException("unkown vertex attribute type: " + attribute.usage);
      }
    }

    isBound = true;
  }

  @Override
  public void unbind () {
    GL10 gl = Gdx.gl10;
    int textureUnit = 0;
    int numAttributes = attributes.size();

    for (int i = 0; i < numAttributes; i++) {

      VertexAttribute attribute = attributes.get(i);
      switch (attribute.usage) {
      case Usage.Position:
        break; // no-op, we always need a position bound in gles
      case Usage.Color:
      case Usage.ColorPacked:
        gl.glDisableClientState(GL11.GL_COLOR_ARRAY);
        break;
      case Usage.Normal:
        gl.glDisableClientState(GL11.GL_NORMAL_ARRAY);
        break;
      case Usage.TextureCoordinates:
        gl.glClientActiveTexture(GL11.GL_TEXTURE0 + textureUnit);
        gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
        textureUnit++;
        break;
      default:
        // throw new GdxRuntimeException("unkown vertex attribute type: " + attribute.usage);
      }
    }
    byteBuffer.position(0);
    isBound = false;
  }
 
  @Override
  public void bind (final ShaderProgram shader) {
    bind(shader, null);
  }
 
  @Override
  public void bind (final ShaderProgram shader, final int[] locations) {
    final GL20 gl = Gdx.gl20;
    final int numAttributes = attributes.size();
    byteBuffer.limit(buffer.limit() * 4);
    if (locations == null) {
      for (int i = 0; i < numAttributes; i++) {
        final VertexAttribute attribute = attributes.get(i);
        final int location = shader.getAttributeLocation(attribute.alias);
        if (location < 0)
          continue;
        shader.enableVertexAttribute(location);
       
        byteBuffer.position(attribute.offset);
        if (attribute.usage == Usage.ColorPacked)
          shader.setVertexAttribute(location, attribute.numComponents, GL20.GL_UNSIGNED_BYTE, true,
            attributes.vertexSize, byteBuffer);
        else
          shader.setVertexAttribute(location, attribute.numComponents, GL20.GL_FLOAT, false,
            attributes.vertexSize, byteBuffer);
      }
    } else {
      for (int i = 0; i < numAttributes; i++) {
        final VertexAttribute attribute = attributes.get(i);
        final int location = locations[i];
        if (location < 0)
          continue;
        shader.enableVertexAttribute(location);
       
        byteBuffer.position(attribute.offset);
        if (attribute.usage == Usage.ColorPacked)
          shader.setVertexAttribute(location, attribute.numComponents, GL20.GL_UNSIGNED_BYTE, true,
            attributes.vertexSize, byteBuffer);
        else
          shader.setVertexAttribute(location, attribute.numComponents, GL20.GL_FLOAT, false,
            attributes.vertexSize, byteBuffer);
      }
    }
    isBound = true;
  }
 
  /** Unbinds this VertexBufferObject.
   *
   * @param shader the shader */
  @Override
  public void unbind (ShaderProgram shader) {
    unbind(shader, null);
  }
 
  @Override
  public void unbind (ShaderProgram shader, int[] locations) {
    final GL20 gl = Gdx.gl20;
    final int numAttributes = attributes.size();
    if (locations == null) {
      for (int i = 0; i < numAttributes; i++) {
        shader.disableVertexAttribute(attributes.get(i).alias);
      }
    } else {
      for (int i = 0; i < numAttributes; i++) {
        final int location = locations[i];
        if (location >= 0)
          shader.disableVertexAttribute(location);
      }
    }
    isBound = false;
  }

  @Override
  public VertexAttributes getAttributes () {
    return attributes;
  }
}
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