/** * Copyright 2010-2023 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 com.jogamp.opengl.util; import com.jogamp.opengl.*; import java.nio.*; /** * * The total number of bytes hold by the referenced buffer is: * getComponentSize()* getComponentNumber() * getElementNumber() * */ public interface GLArrayDataEditable extends GLArrayData { public boolean enabled(); /** * Is the buffer written to the VBO ? */ public boolean isVBOWritten(); /** * Marks the buffer written to the VBO */ public void setVBOWritten(boolean written); // // Data and GL state modification .. // @Override public void destroy(GL gl); /** * Clears this buffer and resets states accordingly. *
* Implementation calls {@link #seal(GL, boolean) seal(gl, false)} and {@link #clear()}, * i.e. turns-off the GL buffer and then clearing it. *
** The position is set to zero, the limit is set to the capacity, and the mark is discarded. *
** Invoke this method before using a sequence of get or put operations to fill this buffer. *
** This method does not actually erase the data in the buffer and will most often be used when erasing the underlying memory is suitable. *
* @see #seal(GL, boolean) * @see #clear() */ public void clear(GL gl); /** * Convenience method calling {@link #seal(boolean)} and {@link #enableBuffer(GL, boolean)}. * * @see #seal(boolean) * @see #enableBuffer(GL, boolean) * */ public void seal(GL gl, boolean seal); /** * Enables the buffer ifenable
is true
,
* and transfers the data if required.
* In case {@link #isVBO() VBO is used}, it is bound accordingly for the data transfer and association,
* i.e. it issued {@link #bindBuffer(GL, boolean)}.
* The VBO buffer is unbound when the method returns.
*
* Disables the buffer if enable
is false
.
*
The action will only be executed, * if the internal enable state differs, * or 'setEnableAlways' was called with 'true'. * *
It is up to the user to enable/disable the array properly, * ie in case of multiple data sets for the same vertex attribute (VA). * Meaning in such case usage of one set while expecting another one * to be used for the same VA implies decorating each usage with enable/disable.
* * @see #setEnableAlways(boolean) */ public void enableBuffer(GL gl, boolean enable); /** * ifbind
is true and the data uses {@link #isVBO() VBO},
* the latter will be bound and data written to the GPU if required.
*
* If bind
is false and the data uses {@link #isVBO() VBO},
* the latter will be unbound.
*
* This method is exposed to allow data VBO arrays, i.e. {@link GL#GL_ELEMENT_ARRAY_BUFFER}, * to be bounded and written while keeping the VBO bound. The latter is in contrast to {@link #enableBuffer(GL, boolean)}, * which leaves the VBO unbound, since it's not required for vertex attributes or pointers. *
* * @param gl current GL object * @param bind true if VBO shall be bound and data written, * otherwise clear VBO binding. * @return true if data uses VBO and action was performed, otherwise false */ public boolean bindBuffer(GL gl, boolean bind); /** * Affects the behavior of 'enableBuffer'. * * The default is 'false' * * This is useful when you mix up * GLArrayData usage with conventional GL array calls * or in case of a buggy GL VBO implementation. * * @see #enableBuffer(GL, boolean) */ public void setEnableAlways(boolean always); // // Data modification .. // /** * Clears this buffer and resets states accordingly. ** The position is set to zero, the limit is set to the capacity, and the mark is discarded. *
** Invoke this method before using a sequence of get or put operations to fill this buffer. *
** This method does not actually erase the data in the buffer and will most often be used when erasing the underlying memory is suitable. *
* @see #clear(GL) */ public void clear(); /** *If seal is true, it * disables write operations to the buffer. * Calls flip, ie limit:=position and position:=0.
* *If seal is false, it * enable write operations continuing * at the buffer position, where you left off at seal(true), * ie position:=limit and limit:=capacity.
* * @see #seal(boolean) * @see #sealed() */ public void seal(boolean seal); /** * Rewinds this buffer. The position is set to zero and the mark is discarded. ** Invoke this method before a sequence of put or get operations. *
*/ public void rewind(); public void padding(int doneInByteSize); public void put(Buffer v); public void putb(byte v); public void put3b(byte v1, byte v2, byte v3); public void put4b(byte v1, byte v2, byte v3, byte v4); public void putb(byte[] src, int offset, int length); public void puts(short v); public void put3s(short v1, short v2, short v3); public void put4s(short v1, short v2, short v3, short v4); public void puts(short[] src, int offset, int length); public void puti(int v); public void put3i(int v1, int v2, int v3); public void put4i(int v1, int v2, int v3, int v4); public void puti(int[] src, int offset, int length); public void putx(int v); public void putf(float v); public void put3f(float v1, float v2, float v3); public void put4f(float v1, float v2, float v3, float v4); public void putf(float[] src, int offset, int length); }