All Downloads are FREE. Search and download functionalities are using the official Maven repository.

javax.media.opengl.GLUniformData Maven / Gradle / Ivy

There is a newer version: 2.3.2
Show newest version

package javax.media.opengl;

import java.nio.*;

import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.math.FloatUtil;

public class GLUniformData {

    /**
     * int atom
     *
     * Number of objects is 1
     *
     */
    public GLUniformData(String name, int val) {
        init(name, 1, new Integer(val));
    }

    /**
     * float atom
     *
     * Number of objects is 1
     *
     */
    public GLUniformData(String name, float val) {
        init(name, 1, new Float(val));
    }

    /**
     * Multiple IntBuffer Vector
     *
     * Number of objects is calculated by data.limit()/components
     *
     * @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4,
     */
    public GLUniformData(String name, int components, IntBuffer data) {
        init(name, components, data);
    }

    /**
     * Multiple FloatBuffer Vector
     *
     * Number of objects is calculated by data.limit()/components
     *
     * @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4,
     */
    public GLUniformData(String name, int components, FloatBuffer data) {
        init(name, components, data);
    }

    /**
     * Multiple FloatBuffer Matrix
     *
     * Number of objects is calculated by data.limit()/(rows*columns)
     *
     * @param rows the matrix rows
     * @param column the matrix column
     */
    public GLUniformData(String name, int rows, int columns, FloatBuffer data) {
        init(name, rows, columns, data);
    }

    public GLUniformData setData(int data) { init(new Integer(data)); return this; }
    public GLUniformData setData(float data) { init(new Float(data)); return this; }
    public GLUniformData setData(IntBuffer data) { init(data); return this; }
    public GLUniformData setData(FloatBuffer data) { init(data); return this; }

    public int       intValue()   { return ((Integer)data).intValue(); };
    public float     floatValue() { return ((Float)data).floatValue(); };
    public IntBuffer intBufferValue()   { return (IntBuffer)data; };
    public FloatBuffer floatBufferValue() { return (FloatBuffer)data; };

    public StringBuilder toString(StringBuilder sb) {
      if(null == sb) {
          sb = new StringBuilder();
      }
      sb.append("GLUniformData[name ").append(name).
                       append(", location ").append(location). 
                       append(", size ").append(rows).append("x").append(columns).
                       append(", count ").append(count). 
                       append(", data ");      
      if(isMatrix() && data instanceof FloatBuffer) {
          sb.append("\n");
          final FloatBuffer fb = (FloatBuffer)getBuffer(); 
          for(int i=0; irows || rows>4 || 2>columns || columns>4 ) {
            throw new GLException("rowsXcolumns must be within [2..4]X[2..4], is: "+rows+"X"+columns);
        }
        this.name=name;
        this.rows=rows;
        this.columns=columns;
        this.isMatrix=true;
        this.location=-1;
        init(data);
    }

    private void init(String name, int components, Object data) {
        if( 1>components || components>4 ) {
            throw new GLException("components must be within [1..4], is: "+components);
        }
        this.name=name;
        this.columns=components;
        this.rows=1;
        this.isMatrix=false;
        this.location=-1;
        init(data);
    }

    private void init(Object data) {
        if(data instanceof Buffer) {
            final int sz = rows*columns;
            final Buffer buffer = (Buffer)data;
            if(buffer.remaining()
     * No validation is performed within the implementation.
     * 

* @param gl * @param program * @return ≥0 denotes a valid uniform 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) { location = gl.glGetUniformLocation(program, name); return location; } public Object getObject() { return data; } public Buffer getBuffer() { return (data instanceof Buffer)?(Buffer)data:null; } public boolean isBuffer() { return (data instanceof Buffer); } public boolean isMatrix() { return isMatrix; } public int count() { return count; } public int components() { return rows*columns; } public int rows() { return rows; } public int columns() { return columns; } private String name; private int location; private int rows, columns; private int count; private Object data; private boolean isMatrix; }




© 2015 - 2024 Weber Informatics LLC | Privacy Policy