package org.andengine.opengl.vbo;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import org.andengine.opengl.shader.ShaderProgram;
import org.andengine.opengl.util.BufferUtils;
import org.andengine.opengl.util.GLState;
import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes;
import org.andengine.util.adt.DataConstants;
import android.opengl.GLES20;
/**
* Compared to a {@link HighPerformanceVertexBufferObject} or a {@link LowMemoryVertexBufferObject}, the {@link ZeroMemoryVertexBufferObject} uses <b><u>no</u> permanent heap memory</b>,
* at the cost of expensive data buffering (<b>up to <u>5x</u> slower!</b>) whenever the bufferdata needs to be updated and higher GC activity, due to the temporary {@link ByteBuffer} allocations.
* <p/>
* Usually a {@link ZeroMemoryVertexBufferObject} is preferred to a {@link HighPerformanceVertexBufferObject} or a {@link LowMemoryVertexBufferObject} when the following conditions are met:
* <ol>
* <li>The application is close to run out of memory.</li>
* <li>You have very big {@link HighPerformanceVertexBufferObject}/{@link LowMemoryVertexBufferObject} or an extreme number of small {@link HighPerformanceVertexBufferObject}/{@link LowMemoryVertexBufferObject}s, where you can't afford to have any of the bufferdata to be kept in heap memory.</li>
* <li>The content (color, vertices, texturecoordinates) of the {@link ZeroMemoryVertexBufferObject} is changed not often, or even better: never.</li>
* </ol>
* <p/>
* (c) Zynga 2011
*
* @author Nicolas Gramlich <ngramlich@zynga.com>
* @author Greg Haynes
* @since 19:03:32 - 10.02.2012
*/
public abstract class ZeroMemoryVertexBufferObject implements IVertexBufferObject {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
protected final int mCapacity;
protected final boolean mAutoDispose;
protected final int mUsage;
protected int mHardwareBufferID = IVertexBufferObject.HARDWARE_BUFFER_ID_INVALID;
protected boolean mDirtyOnHardware = true;
protected boolean mDisposed;
protected final VertexBufferObjectManager mVertexBufferObjectManager;
protected final VertexBufferObjectAttributes mVertexBufferObjectAttributes;
// ===========================================================
// Constructors
// ===========================================================
public ZeroMemoryVertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
this.mVertexBufferObjectManager = pVertexBufferObjectManager;
this.mCapacity = pCapacity;
this.mUsage = pDrawType.getUsage();
this.mAutoDispose = pAutoDispose;
this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;
}
// ===========================================================
// Getter & Setter
// ===========================================================
@Override
public VertexBufferObjectManager getVertexBufferObjectManager() {
return this.mVertexBufferObjectManager;
}
@Override
public boolean isDisposed() {
return this.mDisposed;
}
@Override
public boolean isAutoDispose() {
return this.mAutoDispose;
}
@Override
public int getHardwareBufferID() {
return this.mHardwareBufferID;
}
@Override
public boolean isLoadedToHardware() {
return this.mHardwareBufferID != IVertexBufferObject.HARDWARE_BUFFER_ID_INVALID;
}
@Override
public void setNotLoadedToHardware() {
this.mHardwareBufferID = IVertexBufferObject.HARDWARE_BUFFER_ID_INVALID;
this.mDirtyOnHardware = true;
}
@Override
public boolean isDirtyOnHardware() {
return this.mDirtyOnHardware;
}
@Override
public void setDirtyOnHardware() {
this.mDirtyOnHardware = true;
}
@Override
public int getCapacity() {
return this.mCapacity;
}
@Override
public int getByteCapacity() {
return this.mCapacity * DataConstants.BYTES_PER_FLOAT;
}
@Override
public int getHeapMemoryByteSize() {
return 0;
}
@Override
public int getNativeHeapMemoryByteSize() {
return 0;
}
@Override
public int getGPUMemoryByteSize() {
if(this.isLoadedToHardware()) {
return this.getByteCapacity();
} else {
return 0;
}
}
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
protected abstract void onPopulateBufferData(final ByteBuffer byteBuffer);
@Override
public void bind(final GLState pGLState) {
if(this.mHardwareBufferID == IVertexBufferObject.HARDWARE_BUFFER_ID_INVALID) {
this.loadToHardware(pGLState);
this.mVertexBufferObjectManager.onVertexBufferObjectLoaded(this);
}
pGLState.bindArrayBuffer(this.mHardwareBufferID);
if(this.mDirtyOnHardware) {
ByteBuffer byteBuffer = null;
try {
byteBuffer = this.aquireByteBuffer();
this.onPopulateBufferData(byteBuffer);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, this.mUsage);
} finally {
if(byteBuffer != null) {
this.releaseByteBuffer(byteBuffer);
}
}
this.mDirtyOnHardware = false;
}
}
@Override
public void bind(final GLState pGLState, final ShaderProgram pShaderProgram) {
this.bind(pGLState);
pShaderProgram.bind(pGLState, this.mVertexBufferObjectAttributes);
}
@Override
public void unbind(final GLState pGLState, final ShaderProgram pShaderProgram) {
pShaderProgram.unbind(pGLState);
// pGLState.bindBuffer(0); // TODO Does this have an positive/negative impact on performance?
}
@Override
public void unloadFromHardware(final GLState pGLState) {
pGLState.deleteArrayBuffer(this.mHardwareBufferID);
this.mHardwareBufferID = IVertexBufferObject.HARDWARE_BUFFER_ID_INVALID;
}
@Override
public void draw(final int pPrimitiveType, final int pCount) {
GLES20.glDrawArrays(pPrimitiveType, 0, pCount);
}
@Override
public void draw(final int pPrimitiveType, final int pOffset, final int pCount) {
GLES20.glDrawArrays(pPrimitiveType, pOffset, pCount);
}
@Override
public void dispose() {
if(!this.mDisposed) {
this.mDisposed = true;
this.mVertexBufferObjectManager.onUnloadVertexBufferObject(this);
} else {
throw new AlreadyDisposedException();
}
}
@Override
protected void finalize() throws Throwable {
super.finalize();
if(!this.mDisposed) {
this.dispose();
}
}
// ===========================================================
// Methods
// ===========================================================
private void loadToHardware(final GLState pGLState) {
this.mHardwareBufferID = pGLState.generateBuffer();
this.mDirtyOnHardware = true;
}
/**
* When a non <code>null</code> {@link ByteBuffer} is returned by this function, it is guaranteed that {@link ZeroMemoryVertexBufferObject#releaseByteBuffer(ByteBuffer)} is called.
* @return a {@link ByteBuffer} to be passed to {@link ZeroMemoryVertexBufferObject#onPopulateBufferData(ByteBuffer)}.
*/
protected ByteBuffer aquireByteBuffer() {
final ByteBuffer byteBuffer = BufferUtils.allocateDirectByteBuffer(this.getByteCapacity());
byteBuffer.order(ByteOrder.nativeOrder());
return byteBuffer;
}
protected void releaseByteBuffer(final ByteBuffer byteBuffer) {
BufferUtils.freeDirectByteBuffer(byteBuffer);
}
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}