/** * 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. * <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(); @Override public String toString(); public void destroy(GL gl); }