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Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/GLArrayData.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/GLArrayData.java | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/GLArrayData.java b/src/jogl/classes/com/jogamp/opengl/GLArrayData.java new file mode 100644 index 000000000..ea2dfb0f3 --- /dev/null +++ b/src/jogl/classes/com/jogamp/opengl/GLArrayData.java @@ -0,0 +1,210 @@ +/** + * 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 ≥0 denotes a valid attribute location as found and used in the given shader program. + * <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); + +} + |