/** * 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. *
* 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.
* This is implicitly done via {@link com.jogamp.opengl.util.glsl.ShaderState#ownAttribute(GLArrayData, boolean) shaderState.ownAttribute(GLArrayData, boolean)}.
*
* This clears the location, i.e. sets it to -1. *
* @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. ** No validation is performed within the implementation. *
* @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. ** No validation is performed within the implementation. *
* @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. ** On element consist out of {@link #getComponentCount()} components. *
* 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.
* Default behavior (of the fixed function pipeline) is true
* for fixed point data type and false
for floating point data types.
*