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+/**
+ * Copyright 2010 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;
+
+import java.nio.Buffer;
+
+import com.jogamp.opengl.fixedfunc.GLPointerFunc;
+
+/**
+ *
+ * The total number of bytes hold by the referenced buffer is:
+ * getComponentSize()* getComponentNumber() * getElementNumber()
+ *
+ */
+public interface GLArrayData {
+ /**
+ * Implementation and type dependent object association.
+ * <p>
+ * One currently known use case is to associate a {@link com.jogamp.opengl.util.glsl.ShaderState ShaderState}
+ * to an GLSL aware vertex attribute object, allowing to use the ShaderState to handle it's
+ * data persistence, location and state change.<br/>
+ * This is implicitly done via {@link com.jogamp.opengl.util.glsl.ShaderState#ownAttribute(GLArrayData, boolean) shaderState.ownAttribute(GLArrayData, boolean)}.
+ * </p>
+ * @param obj implementation and type dependent association
+ * @param enable pass true to enable the association and false to disable it.
+ */
+ public void associate(Object obj, boolean enable);
+
+ /**
+ * Returns true if this data set is intended for a GLSL vertex shader attribute,
+ * otherwise false, ie intended for fixed function vertex pointer
+ */
+ public boolean isVertexAttribute();
+
+ /**
+ * The index of the predefined array index, see list below,
+ * or -1 in case of a shader attribute array.
+ *
+ * @see GLPointerFunc#GL_VERTEX_ARRAY
+ * @see GLPointerFunc#GL_NORMAL_ARRAY
+ * @see GLPointerFunc#GL_COLOR_ARRAY
+ * @see GLPointerFunc#GL_TEXTURE_COORD_ARRAY
+ */
+ public int getIndex();
+
+ /**
+ * The name of the reflecting shader array attribute.
+ */
+ public String getName();
+
+ /**
+ * Set a new name for this array.
+ * <p>
+ * This clears the location, i.e. sets it to -1.
+ * </p>
+ * @see #setLocation(int)
+ * @see #setLocation(GL2ES2, int)
+ */
+ public void setName(String newName);
+
+
+ /**
+ * Returns the shader attribute location for this name,
+ * -1 if not yet determined
+ */
+ public int getLocation();
+
+ /**
+ * Sets the given location of the shader attribute
+ *
+ * @return the given location
+ * @see com.jogamp.opengl.util.glsl.ShaderState#vertexAttribPointer(GL2ES2, GLArrayData)
+ */
+ public int setLocation(int v);
+
+ /**
+ * Retrieves the location of the shader attribute from the linked shader program.
+ * <p>
+ * No validation is performed within the implementation.
+ * </p>
+ * @param gl
+ * @param program
+ * @return &ge;0 denotes a valid attribute location as found and used in the given shader program.
+ * &lt;0 denotes an invalid location, i.e. not found or used in the given shader program.
+ */
+ public int setLocation(GL2ES2 gl, int program);
+
+ /**
+ * Binds the location of the shader attribute to the given location for the unlinked shader program.
+ * <p>
+ * No validation is performed within the implementation.
+ * </p>
+ * @param gl
+ * @param program
+ * @return the given location
+ */
+ public int setLocation(GL2ES2 gl, int program, int location);
+
+ /**
+ * Determines whether the data is server side (VBO) and enabled,
+ * or a client side array (false).
+ */
+ public boolean isVBO();
+
+ /**
+ * The VBO buffer offset or 0 if not a VBO
+ */
+ public long getVBOOffset();
+
+ /**
+ * The VBO name or 0 if not a VBO
+ */
+ public int getVBOName();
+
+ /**
+ * The VBO usage or 0 if not a VBO
+ * @return 0 if not a GPU buffer, otherwise {@link GL2ES2#GL_STREAM_DRAW}, {@link GL#GL_STATIC_DRAW} or {@link GL#GL_DYNAMIC_DRAW}
+ */
+ public int getVBOUsage();
+
+ /**
+ * The VBO target or 0 if not a VBO
+ * @return 0 if not a GPU buffer, otherwise {@link GL#GL_ARRAY_BUFFER} or {@link GL#GL_ELEMENT_ARRAY_BUFFER}
+ */
+ public int getVBOTarget();
+
+
+ /**
+ * The Buffer holding the data, may be null if a GPU buffer without client bound data
+ */
+ public Buffer getBuffer();
+
+ /**
+ * The number of components per element
+ */
+ public int getComponentCount();
+
+ /**
+ * The component's GL data type, ie. GL_FLOAT
+ */
+ public int getComponentType();
+
+ /**
+ * The component's size in bytes
+ */
+ public int getComponentSizeInBytes();
+
+ /**
+ * The current number of used elements.
+ * <p>
+ * On element consist out of {@link #getComponentCount()} components.
+ * </p>
+ * In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position.
+ */
+ public int getElementCount();
+
+ /**
+ * The currently used size in bytes.<br>
+ * In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position.
+ */
+ public int getSizeInBytes();
+
+ /**
+ * True, if GL shall normalize fixed point data while converting
+ * them into float.
+ * <p>
+ * Default behavior (of the fixed function pipeline) is <code>true</code>
+ * for fixed point data type and <code>false</code> for floating point data types.
+ * </p>
+ */
+ public boolean getNormalized();
+
+ /**
+ * @return the byte offset between consecutive components
+ */
+ public int getStride();
+
+ @Override
+ public String toString();
+
+ public void destroy(GL gl);
+
+}
+