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A royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.

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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengles;

import java.nio.*;

import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.MemoryUtil.*;

/**
 * Native bindings to the ANGLE_instanced_arrays extension.
 * 
 * 

A common use case in GL for some applications is to be able to draw the same object, or groups of similar objects that share vertex data, primitive * count and type, multiple times. This extension provides a means of accelerating such use cases while restricting the number of API calls, and keeping * the amount of duplicate data to a minimum.

* *

This extension introduces an array "divisor" for generic vertex array attributes, which when non-zero specifies that the attribute is "instanced." An * instanced attribute does not advance per-vertex as usual, but rather after every {@code divisor} conceptual draw calls.

* *

(Attributes which aren't instanced are repeated in their entirety for every conceptual draw call.)

* *

By specifying transform data in an instanced attribute or series of instanced attributes, vertex shaders can, in concert with the instancing draw * calls, draw multiple instances of an object with one draw call.

* *

Requires {@link GLES20 GLES 2.0}.

*/ public class ANGLEInstancedArrays { /** Accepted by the {@code pname} parameters of GetVertexAttribfv and GetVertexAttribiv. */ public static final int GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE; static { GLES.initialize(); } protected ANGLEInstancedArrays() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glDrawArraysInstancedANGLE, caps.glDrawElementsInstancedANGLE, caps.glVertexAttribDivisorANGLE ); } // --- [ glDrawArraysInstancedANGLE ] --- public static native void nglDrawArraysInstancedANGLE(int mode, int first, int count, int primcount); public static void glDrawArraysInstancedANGLE(int mode, int first, int count, int primcount) { nglDrawArraysInstancedANGLE(mode, first, count, primcount); } // --- [ glDrawElementsInstancedANGLE ] --- public static native void nglDrawElementsInstancedANGLE(int mode, int count, int type, long indices, int primcount); public static void glDrawElementsInstancedANGLE(int mode, int count, int type, long indices, int primcount) { nglDrawElementsInstancedANGLE(mode, count, type, indices, primcount); } public static void glDrawElementsInstancedANGLE(int mode, int type, ByteBuffer indices, int primcount) { nglDrawElementsInstancedANGLE(mode, indices.remaining() >> GLESChecks.typeToByteShift(type), type, memAddress(indices), primcount); } public static void glDrawElementsInstancedANGLE(int mode, ByteBuffer indices, int primcount) { nglDrawElementsInstancedANGLE(mode, indices.remaining(), GLES20.GL_UNSIGNED_BYTE, memAddress(indices), primcount); } public static void glDrawElementsInstancedANGLE(int mode, ShortBuffer indices, int primcount) { nglDrawElementsInstancedANGLE(mode, indices.remaining(), GLES20.GL_UNSIGNED_SHORT, memAddress(indices), primcount); } public static void glDrawElementsInstancedANGLE(int mode, IntBuffer indices, int primcount) { nglDrawElementsInstancedANGLE(mode, indices.remaining(), GLES20.GL_UNSIGNED_INT, memAddress(indices), primcount); } // --- [ glVertexAttribDivisorANGLE ] --- public static native void nglVertexAttribDivisorANGLE(int index, int divisor); public static void glVertexAttribDivisorANGLE(int index, int divisor) { nglVertexAttribDivisorANGLE(index, divisor); } }




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