/** * 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 com.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; public class GLSLArrayHandler implements GLArrayHandler { private static final boolean DEBUG = ShaderState.DEBUG; private GLArrayDataEditable ad; private ShaderState st; public GLSLArrayHandler(ShaderState st, GLArrayDataEditable ad) { this.st = st; this.ad = ad; } public void enableBuffer(GL gl, boolean enable) { if(!gl.isGL2ES2()) { throw new GLException("GLSLArrayHandler expects a GL2ES2 implementation"); } GL2ES2 glsl = gl.getGL2ES2(); if(enable) { st.enableVertexAttribArray(glsl, ad); Buffer buffer = ad.getBuffer(); if(ad.isVBO()) { // bind and refresh the VBO / vertex-attr only if necessary if(!ad.isVBOWritten()) { if(DEBUG) { System.err.println("XXX VA "+ad.getName()+" VBO write: "+ad.getVBOName()); } glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); if(null!=buffer) { glsl.glBufferData(ad.getVBOTarget(), ad.getByteSize(), buffer, ad.getVBOUsage()); } ad.setVBOWritten(true); st.vertexAttribPointer(glsl, ad); } else { // didn't experience a performance hit on this query .. int[] qi = new int[1]; glsl.glGetVertexAttribiv(ad.getLocation(), GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, qi, 0); if(ad.getVBOName() != qi[0]) { if(DEBUG) { System.err.println("XXX VA "+ad.getName()+" VBO rebind: "+qi[0]+" -> "+ad.getVBOName()); } glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); st.vertexAttribPointer(glsl, ad); } } } else if(null!=buffer) { st.vertexAttribPointer(glsl, ad); ad.setVBOWritten(true); } } else { if(ad.isVBO()) { glsl.glBindBuffer(ad.getVBOTarget(), 0); } st.disableVertexAttribArray(glsl, ad); } } }