Project

General

Profile

Download (6.9 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / main / InternalBuffer.java @ 178983f4

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2018 Leszek Koltunski  leszek@koltunski.pl                                          //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// This library is free software; you can redistribute it and/or                                 //
7
// modify it under the terms of the GNU Lesser General Public                                    //
8
// License as published by the Free Software Foundation; either                                  //
9
// version 2.1 of the License, or (at your option) any later version.                            //
10
//                                                                                               //
11
// This library is distributed in the hope that it will be useful,                               //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                             //
14
// Lesser General Public License for more details.                                               //
15
//                                                                                               //
16
// You should have received a copy of the GNU Lesser General Public                              //
17
// License along with this library; if not, write to the Free Software                           //
18
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
19
///////////////////////////////////////////////////////////////////////////////////////////////////
20

    
21
package org.distorted.library.main;
22

    
23
import android.opengl.GLES30;
24

    
25
import java.nio.Buffer;
26
import java.nio.ByteBuffer;
27
import java.nio.ByteOrder;
28
import java.nio.FloatBuffer;
29
import java.nio.IntBuffer;
30

    
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32
/**
33
 * Implements OpenGL buffer object such as GL_ARRAY_BUFFER or GL_TRANSFORM_FEEDBACK_BUFFER.
34
 * Main point: deal with Android lifecycle and recreate the buffer on loss of OpenGL context.
35
 * <p>
36
 * Not part of public API, do not document (public only because has to be used in Meshes)
37
 *
38
 * @y.exclude
39
 */
40
public class InternalBuffer extends InternalObject
41
  {
42
  private static final int DONE     = 0;
43
  private static final int RECREATE = 1;
44
  private static final int UPDATE   = 2;
45

    
46
  private int mStatus, mSize;
47
  private final int[] mIndex;
48
  private final int mTarget, mUsage;
49
  private Buffer mBuffer;
50

    
51
///////////////////////////////////////////////////////////////////////////////////////////////////
52

    
53
  public InternalBuffer(int target, int usage)
54
    {
55
    super(InternalObject.TYPE_USER, InternalObject.STORAGE_PRIVATE );
56

    
57
    mIndex  = new int[1];
58
    mTarget = target;
59
    mUsage  = usage;
60
    mBuffer = null;
61
    mSize   = 0;
62
    mStatus = RECREATE;
63
    }
64

    
65
///////////////////////////////////////////////////////////////////////////////////////////////////
66
// must be called from a thread holding OpenGL Context.
67

    
68
  public int createImmediatelyFloat(int size, float[] buffer)
69
    {
70
    if( (mStatus & RECREATE) != 0 )
71
      {
72
      mSize= size;
73

    
74
      if( buffer!=null )
75
        {
76
        FloatBuffer buf = ByteBuffer.allocateDirect(size).order(ByteOrder.nativeOrder()).asFloatBuffer();
77
        buf.put(buffer).position(0);
78
        mBuffer = buf;
79
        }
80
      else
81
        {
82
        mBuffer = null;
83
        }
84

    
85
      GLES30.glGenBuffers( 1, mIndex, 0);
86
      GLES30.glBindBuffer( mTarget, mIndex[0]);
87
      GLES30.glBufferData( mTarget, mSize, mBuffer, mUsage);
88
      GLES30.glBindBuffer( mTarget, 0);
89

    
90
      markWasCreatedImmediately();
91
      }
92
    else if( (mStatus & UPDATE) != 0 )
93
      {
94
      updateFloat(buffer);
95
      }
96

    
97
    mStatus = DONE;
98

    
99
    return mIndex[0];
100
    }
101

    
102
///////////////////////////////////////////////////////////////////////////////////////////////////
103
// must be called from a thread holding OpenGL Context.
104

    
105
  public int createImmediatelyInt(int size, int[] buffer)
106
    {
107
    if( (mStatus & RECREATE) != 0 )
108
      {
109
      mSize= size;
110

    
111
      if( buffer!=null )
112
        {
113
        IntBuffer buf = ByteBuffer.allocateDirect(size).order(ByteOrder.nativeOrder()).asIntBuffer();
114
        buf.put(buffer).position(0);
115
        mBuffer = buf;
116
        }
117
      else
118
        {
119
        mBuffer = null;
120
        }
121

    
122
      GLES30.glGenBuffers( 1, mIndex, 0);
123
      GLES30.glBindBuffer( mTarget,  mIndex[0]);
124
      GLES30.glBufferData( mTarget, mSize, mBuffer, mUsage);
125
      GLES30.glBindBuffer( mTarget,  0);
126

    
127
      markWasCreatedImmediately();
128
      }
129
    else if( (mStatus & UPDATE) != 0  )
130
      {
131
      updateInt(buffer);
132
      }
133

    
134
    mStatus = DONE;
135

    
136
    return mIndex[0];
137
    }
138

    
139
///////////////////////////////////////////////////////////////////////////////////////////////////
140
// buffer non-null!!
141

    
142
  public void updateFloat(float[] buffer)
143
    {
144
    ((FloatBuffer)mBuffer).put(buffer).position(0);
145

    
146
    GLES30.glBindBuffer( mTarget, mIndex[0]);
147
    GLES30.glBufferData( mTarget, mSize, mBuffer, mUsage);
148
    GLES30.glBindBuffer( mTarget, 0);
149

    
150
    mStatus &= (~UPDATE);
151
    }
152

    
153
///////////////////////////////////////////////////////////////////////////////////////////////////
154
// buffer non-null!!
155

    
156
  public void updateInt(int[] buffer)
157
    {
158
    ((IntBuffer)mBuffer).put(buffer).position(0);
159

    
160
    GLES30.glBindBuffer( mTarget, mIndex[0]);
161
    GLES30.glBufferData( mTarget, mSize, mBuffer, mUsage);
162
    GLES30.glBindBuffer( mTarget, 0);
163

    
164
    mStatus &= (~UPDATE);
165
    }
166

    
167
///////////////////////////////////////////////////////////////////////////////////////////////////
168

    
169
  public void invalidate()
170
    {
171
    mStatus |= UPDATE;
172
    }
173

    
174
///////////////////////////////////////////////////////////////////////////////////////////////////
175
// Intentionally empty, no need to do anything here since it will be done in createImmediatelyXXX().
176
// In fact, recreating a Mesh's mVBO1 here - rather than in createImmediatelyFloat - was the reason
177
// of the 'disappearing cube after the mesh has changed from nice to simple' bug. I don't quite
178
// understand why TBH.
179

    
180
  void create()
181
    {
182

    
183
    }
184

    
185
///////////////////////////////////////////////////////////////////////////////////////////////////
186
// must be called from a thread holding OpenGL Context
187

    
188
  void delete()
189
    {
190
    GLES30.glDeleteBuffers(1, mIndex, 0);
191
    mStatus |= RECREATE;
192
    removeFromDone();
193
    }
194

    
195
///////////////////////////////////////////////////////////////////////////////////////////////////
196

    
197
  public void recreate()
198
    {
199
    mStatus |= RECREATE;
200
    }
201

    
202
///////////////////////////////////////////////////////////////////////////////////////////////////
203
// debugging only
204

    
205
  String printDetails()
206
    {
207
    return getClass().getSimpleName();
208
    }
209
  }
(7-7/17)