Example #1
0
 /** Begin building a mesh */
 public void begin(final VertexAttributes attributes, int primitiveType) {
   if (this.attributes != null) throw new RuntimeException("Call end() first");
   this.attributes = attributes;
   this.vertices.clear();
   this.indices.clear();
   this.parts.clear();
   this.vindex = 0;
   this.istart = 0;
   this.part = null;
   this.stride = attributes.vertexSize / 4;
   this.vertex = new float[stride];
   VertexAttribute a = attributes.findByUsage(Usage.Position);
   if (a == null) throw new GdxRuntimeException("Cannot build mesh without position attribute");
   posOffset = a.offset / 4;
   posSize = a.numComponents;
   a = attributes.findByUsage(Usage.Normal);
   norOffset = a == null ? -1 : a.offset / 4;
   a = attributes.findByUsage(Usage.Color);
   colOffset = a == null ? -1 : a.offset / 4;
   colSize = a == null ? 0 : a.numComponents;
   a = attributes.findByUsage(Usage.ColorPacked);
   cpOffset = a == null ? -1 : a.offset / 4;
   a = attributes.findByUsage(Usage.TextureCoordinates);
   uvOffset = a == null ? -1 : a.offset / 4;
   setColor(null);
   this.primitiveType = primitiveType;
 }
Example #2
0
 @Override
 public boolean equals(final Object obj) {
   if (!(obj instanceof VertexAttributes)) return false;
   VertexAttributes other = (VertexAttributes) obj;
   if (this.attributes.length != other.size()) return false;
   for (int i = 0; i < attributes.length; i++) {
     if (!attributes[i].equals(other.attributes[i])) return false;
   }
   return true;
 }
 @Override
 public void unbind(final ShaderProgram shader, final int[] locations) {
   final GL20 gl = Gdx.gl20;
   final int numAttributes = attributes.size();
   if (locations == null) {
     for (int i = 0; i < numAttributes; i++) {
       shader.disableVertexAttribute(attributes.get(i).alias);
     }
   } else {
     for (int i = 0; i < numAttributes; i++) {
       final int location = locations[i];
       if (location >= 0) {
         shader.disableVertexAttribute(location);
       }
     }
   }
   gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
   isBound = false;
 }
  @Override
  public void bind(ShaderProgram shader, int[] locations) {
    final GL20 gl = Gdx.gl20;

    gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle);
    if (isDirty) {
      gl.glBufferData(GL20.GL_ARRAY_BUFFER, buffer.limit(), buffer, usage);
      isDirty = false;
    }

    final int numAttributes = attributes.size();
    if (locations == null) {
      for (int i = 0; i < numAttributes; i++) {
        final VertexAttribute attribute = attributes.get(i);
        final int location = shader.getAttributeLocation(attribute.alias);
        if (location < 0) {
          continue;
        }
        shader.enableVertexAttribute(location);

        if (attribute.usage == Usage.ColorPacked)
          shader.setVertexAttribute(
              location,
              attribute.numComponents,
              GL20.GL_UNSIGNED_BYTE,
              true,
              attributes.vertexSize,
              attribute.offset);
        else
          shader.setVertexAttribute(
              location,
              attribute.numComponents,
              GL20.GL_FLOAT,
              false,
              attributes.vertexSize,
              attribute.offset);
      }
    } else {
      for (int i = 0; i < numAttributes; i++) {
        final VertexAttribute attribute = attributes.get(i);
        final int location = locations[i];
        if (location < 0) {
          continue;
        }
        shader.enableVertexAttribute(location);

        if (attribute.usage == Usage.ColorPacked)
          shader.setVertexAttribute(
              location,
              attribute.numComponents,
              GL20.GL_UNSIGNED_BYTE,
              true,
              attributes.vertexSize,
              attribute.offset);
        else
          shader.setVertexAttribute(
              location,
              attribute.numComponents,
              GL20.GL_FLOAT,
              false,
              attributes.vertexSize,
              attribute.offset);
      }
    }
    isBound = true;
  }