package javax.media.opengl; import java.nio.*; /** * * The total number of bytes hold by the referenced buffer is: * getComponentSize()* getComponentNumber() * getElementNumber() * */ public interface GLArrayData { /** * 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 javax.media.opengl.GL#GL_VERTEX_ARRAY * @see javax.media.opengl.GL#GL_NORMAL_ARRAY * @see javax.media.opengl.GL#GL_COLOR_ARRAY * @see javax.media.opengl.GL#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. */ public void setName(String newName); /** * Returns the shader attribute location for this name, * -1 if not yet determined */ public int getLocation(); /** * Sets the determined location of the shader attribute * This is usually done within ShaderState. * * @see javax.media.opengl.glsl.ShaderState#glVertexAttribPointer(GL2ES2, GLArrayData) */ public void setLocation(int v); public boolean sealed(); /** * Determines wheather the data is server side (VBO), * or a client side array (false). */ public boolean isVBO(); /** * The offset, if it's an VBO, otherwise -1 */ public long getOffset(); /** * The VBO name, if it's an VBO, otherwise -1 */ public int getVBOName(); /** * The VBO buffer usage, if it's an VBO, otherwise -1 */ public int getBufferUsage(); /** * The Buffer holding the data, may be null in case of VBO */ public Buffer getBuffer(); /** * The number of components per element */ public int getComponentNumber(); /** * The component's GL data type, ie. GL_FLOAT */ public int getComponentType(); /** * The components size in bytes */ public int getComponentSize(); /** * Return the number of elements. */ public int getElementNumber(); /** * True, if GL shall normalize fixed point data while converting * them into float */ public boolean getNormalized(); /** * The distance to the next payload, * allowing interleaved arrays. */ public int getStride(); public String toString(); // // Data and GL state modification .. // public void destroy(GL gl); public void reset(GL gl); /** * If seal is true, it * disable write operations to the buffer. * Calls flip, ie limit:=position and position:=0. * Also enables the buffer for OpenGL, and passes the data. * * If seal is false, it * enable write operations continuing * at the buffer position, where you left off at seal(true), * ie position:=limit and limit:=capacity. * Also disables the buffer for OpenGL. * * @see #seal(boolean) */ public void seal(GL gl, boolean seal); /** * Enables/disables the buffer, which implies * the client state, binding the VBO * and transfering the data if not done yet. * * The above will only be executed, * if the buffer is disabled, * or 'setEnableAlways' was called with 'true'. * * @see #setEnableAlways(boolean) */ public void enableBuffer(GL gl, boolean enable); /** * Affects the behavior of 'enableBuffer'. * * The default is 'false' * * This is usefull when you mix up * GLArrayData usage with conventional GL array calls. * * @see #enableBuffer(GL, boolean) */ public void setEnableAlways(boolean always); // // Data modification .. // public void reset(); /** * If seal is true, it * disable write operations to the buffer. * Calls flip, ie limit:=position and position:=0. * * If seal is false, it * enable write operations continuing * at the buffer position, where you left off at seal(true), * ie position:=limit and limit:=capacity. * */ public void seal(boolean seal); public void rewind(); public void padding(int done); 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); public void putd(double v); }