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/**
* 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.
* <p>
* Implementation calls {@link #seal(GL, boolean) seal(gl, false)} and {@link #clear()},
* i.e. turns-off the GL buffer and then clearing it.
* </p>
* <p>
* The position is set to zero, the limit is set to the capacity, and the mark is discarded.
* </p>
* <p>
* Invoke this method before using a sequence of get or put operations to fill this buffer.
* </p>
* <p>
* This method does not actually erase the data in the buffer and will most often be used when erasing the underlying memory is suitable.
* </p>
* @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 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 ..
//
/**
* Clears this buffer and resets states accordingly.
* <p>
* The position is set to zero, the limit is set to the capacity, and the mark is discarded.
* </p>
* <p>
* Invoke this method before using a sequence of get or put operations to fill this buffer.
* </p>
* <p>
* This method does not actually erase the data in the buffer and will most often be used when erasing the underlying memory is suitable.
* </p>
* @see #clear(GL)
*/
public void clear();
/**
* <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)
* @see #sealed()
*/
public void seal(boolean seal);
/**
* Rewinds this buffer. The position is set to zero and the mark is discarded.
* <p>
* Invoke this method before a sequence of put or get operations.
* </p>
*/
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);
}
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