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This is a backport of OpenJFX 8 to run on Java 7.
The newest version!
/*
* Copyright (c) 2009, 2013, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
package com.sun.prism.es2;
import com.sun.prism.impl.VertexBuffer;
class ES2VertexBuffer extends VertexBuffer {
private GLContext glCtx;
ES2VertexBuffer(int maxQuads) {
super(maxQuads);
}
/**
* Enables vertex attributes and arrays for the given GL instance. This
* state is per-GLContext and currently does not change for the life of
* the ES2VertexBuffer, so it is best to call this just once after the
* creation of each GLContext (i.e., for each ES2ContextState). This
* is made possible by using the same attribute-name-to-index-value
* binding for all ES2Shaders, meaning that positionAttr always maps to 0,
* colorAttr always maps to 1, and so on. That way we can set up the
* vertex attribute pointers just once, and they will be automatically
* bound as needed each time glUseProgram() is called.
*/
protected static final int BYTES_PER_FLOAT = 4;
void disableVertexAttributes(GLContext glCtx) {
this.glCtx = glCtx;
glCtx.disableVertexAttributes();
}
void enableVertexAttributes(GLContext glCtx) {
this.glCtx = glCtx;
glCtx.enableVertexAttributes();
}
@Override
protected void drawQuads(int numVertices) {
glCtx.drawIndexedQuads(coordArray, colorArray, numVertices);
}
@Override
protected void drawTriangles(int numTriangles, float fData[], byte cData[]) {
glCtx.drawTriangleList(numTriangles, fData, cData);
}
// protected void flush(int numVertices) { glCtx.drawTriangleArrays(0, numVertices); }
public static short [] getQuadIndices16bit(int numQuads) {
short data[] = new short[numQuads * 6];
for (int i = 0; i != numQuads; ++i) {
int vtx = i * 4;
int idx = i * 6;
data[idx+0] = (short) (vtx+0);
data[idx+1] = (short) (vtx+1);
data[idx+2] = (short) (vtx+2);
data[idx+3] = (short) (vtx+2);
data[idx+4] = (short) (vtx+1);
data[idx+5] = (short) (vtx+3);
}
return data;
}
public int genQuadsIndexBuffer(int numQuads) {
if (numQuads * 6 > 0x10000)
throw new IllegalArgumentException("vertex indices overflow");
return glCtx.createIndexBuffer16(getQuadIndices16bit(numQuads));
}
}