Пример #1
0
  public void setVertexAttrib(VertexBuffer vb, VertexBuffer idb) {
    if (vb.getBufferType() == VertexBuffer.Type.Color && !context.useVertexColor) {
      // Ignore vertex color buffer if vertex color is disabled.
      return;
    }

    int arrayType = convertArrayType(vb.getBufferType());
    if (arrayType == -1) {
      return; // unsupported
    }
    glEnableClientState(arrayType);
    context.boundAttribs[vb.getBufferType().ordinal()] = vb;

    if (vb.getBufferType() == Type.Normal) {
      // normalize if requested
      if (vb.isNormalized() && !context.normalizeEnabled) {
        glEnable(GL_NORMALIZE);
        context.normalizeEnabled = true;
      } else if (!vb.isNormalized() && context.normalizeEnabled) {
        glDisable(GL_NORMALIZE);
        context.normalizeEnabled = false;
      }
    }

    // NOTE: Use data from interleaved buffer if specified
    Buffer data = idb != null ? idb.getData() : vb.getData();
    int comps = vb.getNumComponents();
    int type = convertVertexFormat(vb.getFormat());

    data.rewind();

    switch (vb.getBufferType()) {
      case Position:
        if (!(data instanceof FloatBuffer)) {
          throw new UnsupportedOperationException();
        }

        glVertexPointer(comps, vb.getStride(), (FloatBuffer) data);
        break;
      case Normal:
        if (!(data instanceof FloatBuffer)) {
          throw new UnsupportedOperationException();
        }

        glNormalPointer(vb.getStride(), (FloatBuffer) data);
        break;
      case Color:
        if (data instanceof FloatBuffer) {
          glColorPointer(comps, vb.getStride(), (FloatBuffer) data);
        } else if (data instanceof ByteBuffer) {
          glColorPointer(comps, true, vb.getStride(), (ByteBuffer) data);
        } else {
          throw new UnsupportedOperationException();
        }
        break;
      case TexCoord:
        if (!(data instanceof FloatBuffer)) {
          throw new UnsupportedOperationException();
        }

        glTexCoordPointer(comps, vb.getStride(), (FloatBuffer) data);
        break;
      default:
        // Ignore, this is an unsupported attribute for OpenGL1.
        break;
    }
  }