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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();
/**
* Is the buffer written to the GPU ?
*/
public boolean isBufferWritten();
/**
* Marks the buffer written to the GPU
*/
public void setBufferWritten(boolean written);
/**
* 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);
}
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