/** * 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 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.GL2#GL_VERTEX_ARRAY * @see javax.media.opengl.GL2#GL_NORMAL_ARRAY * @see javax.media.opengl.GL2#GL_COLOR_ARRAY * @see javax.media.opengl.GL2#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 com.jogamp.opengl.util.glsl.ShaderState#glVertexAttribPointer(GL2ES2, GLArrayData) */ public void setLocation(int v); /** * Determines whether the data is server side (VBO) and enabled, * or a client side array (false). */ public boolean isVBO(); /** * The VBO buffer offset or -1 if not a VBO */ public long getVBOOffset(); /** * The VBO name or -1 if not a VBO */ public int getVBOName(); /** * The VBO usage or -1 if not a VBO * @return -1 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 -1 if not a VBO * @return -1 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 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(); public void destroy(GL gl); }