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/*******************************************************************************
* 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 com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
/** A single vertex attribute defined by its {@link Usage}, its number of components and its shader alias. The Usage is needed for
* the fixed function pipeline of OpenGL ES 1.x. Generic attributes are not supported in the fixed function pipeline. 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} **/
public final int usage;
/** the number of components this attribute has **/
public final int numComponents;
/** 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;
/** Constructs a new VertexAttribute.
*
* @param usage the usage, used for the fixed function pipeline. Generic attributes are not supported in the fixed function
* pipeline.
* @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 = usage;
this.numComponents = numComponents;
this.alias = alias;
}
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);
}
public static VertexAttribute Normal () {
return new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE);
}
public static VertexAttribute Color () {
return new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE);
}
public static VertexAttribute ColorUnpacked () {
return new VertexAttribute(Usage.Color, 4, ShaderProgram.COLOR_ATTRIBUTE);
}
/** Tests to determine if the passed object was created with the same parameters */
@Override
public boolean equals (final Object obj) {
if(obj == null) return false;
if (!(obj instanceof VertexAttribute)) {
return false;
}
final VertexAttribute other = (VertexAttribute)obj;
return this.usage == other.usage && this.numComponents == other.numComponents && this.alias.equals(other.alias);
}
}
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