aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogl/classes/com/jogamp/opengl/util/GLArrayDataEditable.java
blob: 50bcf7c5b6720b4c828cb9e9cd2b74208db42fba (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146

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);

    /**
     * Clears this buffer.
     * <p>
     * Implementation must call {@link #seal(GL, boolean) seal(gl, false)} and {@link #clear()},
     * i.e. turns-off the GL buffer and then clearing it.
     * </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.
     * @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)
     */
    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);
}