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+/**
+ * Copyright 2010 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+
+package jogamp.opengl.util.glsl;
+
+import java.nio.Buffer;
+
+import javax.media.opengl.GL;
+import javax.media.opengl.GL2ES2;
+import javax.media.opengl.GLException;
+import com.jogamp.opengl.util.GLArrayDataEditable;
+import com.jogamp.opengl.util.GLArrayHandler;
+import com.jogamp.opengl.util.glsl.ShaderState;
+
+/**
+ * Used for 1:1 GLSL arrays, i.e. where the buffer data
+ * represents this array only.
+ */
+public class GLSLArrayHandler implements GLArrayHandler {
+ private GLArrayDataEditable ad;
+ private ShaderState st;
+
+ public GLSLArrayHandler(ShaderState st, GLArrayDataEditable ad) {
+ this.st = st;
+ this.ad = ad;
+ }
+
+ public final void addSubHandler(GLArrayHandler handler) {
+ throw new UnsupportedOperationException();
+ }
+
+ public final void enableBuffer(GL gl, boolean enable) {
+ GL2ES2 glsl = gl.getGL2ES2();
+
+ if(enable) {
+ Buffer buffer = ad.getBuffer();
+
+ if(ad.isVBO()) {
+ // bind and refresh the VBO / vertex-attr only if necessary
+ if(!ad.isVBOWritten()) {
+ glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName());
+ if(null!=buffer) {
+ glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage());
+ }
+ ad.setVBOWritten(true);
+ st.vertexAttribPointer(glsl, ad);
+ } else if(ad.getLocation() >= 0) {
+ // didn't experience a performance hit on this query ..
+ final int[] qi = new int[1];
+ glsl.glGetVertexAttribiv(ad.getLocation(), GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, qi, 0);
+ if(ad.getVBOName() != qi[0]) {
+ glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName());
+ st.vertexAttribPointer(glsl, ad);
+ }
+ }
+ } else if(null!=buffer) {
+ st.vertexAttribPointer(glsl, ad);
+ }
+ st.enableVertexAttribArray(glsl, ad);
+ } else {
+ st.disableVertexAttribArray(glsl, ad);
+ if(ad.isVBO()) {
+ glsl.glBindBuffer(ad.getVBOTarget(), 0);
+ }
+ }
+ }
+
+}
+