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/**
* 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.Buffer;
import javax.media.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();
public String toString();
public void destroy(GL gl);
}
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