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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 sealed();
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);
public void reset(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 if <code>enable</code> is <code>true</code>,
* 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.
* <p>
* Disables the buffer if <code>enable</code> is <code>false</code>.
* </p>
*
* <p>The action will only be executed,
* if the internal enable state differs,
* or 'setEnableAlways' was called with 'true'.</b>
*
* <p>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.</p>
*
* @see #setEnableAlways(boolean)
*/
public void enableBuffer(GL gl, boolean enable);
/**
* if <code>bind</code> is true and the data uses {@link #isVBO() VBO},
* the latter will be bound and data written to the GPU if required.
* <p>
* If <code>bind</code> is false and the data uses {@link #isVBO() VBO},
* the latter will be unbound.
* </p>
* <p>
* 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.
* </p>
*
* @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 ..
//
public void reset();
/**
* <p>If <i>seal</i> is true, it
* disables write operations to the buffer.
* Calls flip, ie limit:=position and position:=0.</p>
*
* <p>If <i>seal</i> is false, it
* enable write operations continuing
* at the buffer position, where you left off at seal(true),
* ie position:=limit and limit:=capacity.</p>
*
* @see #seal(boolean)
*/
public void seal(boolean seal);
public void rewind();
public void padding(int doneInByteSize);
public void put(Buffer v);
public void putb(byte v);
public void puts(short v);
public void puti(int v);
public void putx(int v);
public void putf(float v);
}
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