/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.graphics; import java.nio.FloatBuffer; import com.badlogic.gdx.graphics.VertexAttributes.Usage; import com.badlogic.gdx.graphics.glutils.ShaderProgram; import com.badlogic.gdx.graphics.glutils.VertexArray; /** A single vertex attribute defined by its {@link Usage}, its number of components and its shader alias. The Usage is used * for uniquely identifying the vertex attribute from among its {@linkplain VertexAttributes} siblings. The number of components * defines how many components the attribute has. The alias defines to which shader attribute this attribute should bind. The alias * is used by a {@link Mesh} when drawing with a {@link ShaderProgram}. The alias can be changed at any time. * * @author mzechner */ public final class VertexAttribute { /** The attribute {@link Usage}, used for identification. **/ public final int usage; /** the number of components this attribute has **/ public final int numComponents; /** For fixed types, whether the values are normalized to either -1f and +1f (signed) or 0f and +1f (unsigned) */ public final boolean normalized; /** the OpenGL type of each component, e.g. {@link GL20#GL_FLOAT} or {@link GL20#GL_UNSIGNED_BYTE} */ public final int type; /** the offset of this attribute in bytes, don't change this! **/ public int offset; /** the alias for the attribute used in a {@link ShaderProgram} **/ public String alias; /** optional unit/index specifier, used for texture coordinates and bone weights **/ public int unit; private final int usageIndex; /** Constructs a new VertexAttribute. The GL data type is automatically selected based on the usage. * * @param usage The attribute {@link Usage}, used to select the {@link #type} and for identification. * @param numComponents the number of components of this attribute, must be between 1 and 4. * @param alias the alias used in a shader for this attribute. Can be changed after construction. */ public VertexAttribute (int usage, int numComponents, String alias) { this(usage, numComponents, alias, 0); } /** Constructs a new VertexAttribute. The GL data type is automatically selected based on the usage. * * @param usage The attribute {@link Usage}, used to select the {@link #type} and for identification. * @param numComponents the number of components of this attribute, must be between 1 and 4. * @param alias the alias used in a shader for this attribute. Can be changed after construction. * @param unit Optional unit/index specifier, used for texture coordinates and bone weights */ public VertexAttribute (int usage, int numComponents, String alias, int unit) { this(usage, numComponents, usage == Usage.ColorPacked ? GL20.GL_UNSIGNED_BYTE : GL20.GL_FLOAT, usage == Usage.ColorPacked, alias, unit); } /** Constructs a new VertexAttribute. * * @param usage The attribute {@link Usage}, used for identification. * @param numComponents the number of components of this attribute, must be between 1 and 4. * @param type the OpenGL type of each component, e.g. {@link GL20#GL_FLOAT} or {@link GL20#GL_UNSIGNED_BYTE}. Since {@link Mesh} * stores vertex data in 32bit floats, the total size of this attribute (type size times number of components) must be a * multiple of four. * @param normalized For fixed types, whether the values are normalized to either -1f and +1f (signed) or 0f and +1f (unsigned) * @param alias The alias used in a shader for this attribute. Can be changed after construction. */ public VertexAttribute (int usage, int numComponents, int type, boolean normalized, String alias) { this(usage, numComponents, type, normalized, alias, 0); } /** Constructs a new VertexAttribute. * * @param usage The attribute {@link Usage}, used for identification. * @param numComponents the number of components of this attribute, must be between 1 and 4. * @param type the OpenGL type of each component, e.g. {@link GL20#GL_FLOAT} or {@link GL20#GL_UNSIGNED_BYTE}. Since {@link Mesh} * stores vertex data in 32bit floats, the total size of this attribute (type size times number of components) must be a * multiple of four bytes. * @param normalized For fixed types, whether the values are normalized to either -1f and +1f (signed) or 0f and +1f (unsigned) * @param alias The alias used in a shader for this attribute. Can be changed after construction. * @param unit Optional unit/index specifier, used for texture coordinates and bone weights */ public VertexAttribute (int usage, int numComponents, int type, boolean normalized, String alias, int unit) { this.usage = usage; this.numComponents = numComponents; this.type = type; this.normalized = normalized; this.alias = alias; this.unit = unit; this.usageIndex = Integer.numberOfTrailingZeros(usage); } /** @return A copy of this VertexAttribute with the same parameters. The {@link #offset} is not copied and must * be recalculated, as is typically done by the {@linkplain VertexAttributes} that owns the VertexAttribute. */ public VertexAttribute copy (){ return new VertexAttribute(usage, numComponents, type, normalized, alias, unit); } public static VertexAttribute Position () { return new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE); } public static VertexAttribute TexCoords (int unit) { return new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + unit, unit); } public static VertexAttribute Normal () { return new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE); } public static VertexAttribute ColorPacked () { return new VertexAttribute(Usage.ColorPacked, 4, GL20.GL_UNSIGNED_BYTE, true, ShaderProgram.COLOR_ATTRIBUTE); } public static VertexAttribute ColorUnpacked () { return new VertexAttribute(Usage.ColorUnpacked, 4, GL20.GL_FLOAT, false, ShaderProgram.COLOR_ATTRIBUTE); } public static VertexAttribute Tangent () { return new VertexAttribute(Usage.Tangent, 3, ShaderProgram.TANGENT_ATTRIBUTE); } public static VertexAttribute Binormal () { return new VertexAttribute(Usage.BiNormal, 3, ShaderProgram.BINORMAL_ATTRIBUTE); } public static VertexAttribute BoneWeight (int unit) { return new VertexAttribute(Usage.BoneWeight, 2, ShaderProgram.BONEWEIGHT_ATTRIBUTE + unit, unit); } /** Tests to determine if the passed object was created with the same parameters */ @Override public boolean equals (final Object obj) { if (!(obj instanceof VertexAttribute)) { return false; } return equals((VertexAttribute)obj); } public boolean equals (final VertexAttribute other) { return other != null && usage == other.usage && numComponents == other.numComponents && type == other.type && normalized == other.normalized && alias.equals(other.alias) && unit == other.unit; } /** @return A unique number specifying the usage index (3 MSB) and unit (1 LSB). */ public int getKey () { return (usageIndex << 8) + (unit & 0xFF); } /** @return How many bytes this attribute uses. */ public int getSizeInBytes () { switch (type) { case GL20.GL_FLOAT: case GL20.GL_FIXED: return 4 * numComponents; case GL20.GL_UNSIGNED_BYTE: case GL20.GL_BYTE: return numComponents; case GL20.GL_UNSIGNED_SHORT: case GL20.GL_SHORT: return 2 * numComponents; } return 0; } @Override public int hashCode () { int result = getKey(); result = 541 * result + numComponents; result = 541 * result + alias.hashCode(); return result; } }