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      1 /*******************************************************************************
      2  * Copyright 2011 See AUTHORS file.
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *   http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  ******************************************************************************/
     16 
     17 package com.badlogic.gdx.graphics;
     18 
     19 import com.badlogic.gdx.graphics.VertexAttributes.Usage;
     20 import com.badlogic.gdx.graphics.glutils.ShaderProgram;
     21 
     22 /** A single vertex attribute defined by its {@link Usage}, its number of components and its shader alias. The Usage is needed for
     23  * the fixed function pipeline of OpenGL ES 1.x. Generic attributes are not supported in the fixed function pipeline. The number
     24  * of components defines how many components the attribute has. The alias defines to which shader attribute this attribute should
     25  * bind. The alias is used by a {@link Mesh} when drawing with a {@link ShaderProgram}. The alias can be changed at any time.
     26  *
     27  * @author mzechner */
     28 public final class VertexAttribute {
     29 	/** the attribute {@link Usage} **/
     30 	public final int usage;
     31 	/** the number of components this attribute has **/
     32 	public final int numComponents;
     33 	/** whether the values are normalized to either -1f and +1f (signed) or 0f and +1f (unsigned) */
     34 	public final boolean normalized;
     35 	/** the OpenGL type of each component, e.g. {@link GL20#GL_FLOAT} or {@link GL20#GL_UNSIGNED_BYTE}  */
     36 	public final int type;
     37 	/** the offset of this attribute in bytes, don't change this! **/
     38 	public int offset;
     39 	/** the alias for the attribute used in a {@link ShaderProgram} **/
     40 	public String alias;
     41 	/** optional unit/index specifier, used for texture coordinates and bone weights **/
     42 	public int unit;
     43 	private final int usageIndex;
     44 
     45 	/** Constructs a new VertexAttribute.
     46 	 *
     47 	 * @param usage the usage, used for the fixed function pipeline. Generic attributes are not supported in the fixed function
     48 	 *           pipeline.
     49 	 * @param numComponents the number of components of this attribute, must be between 1 and 4.
     50 	 * @param alias the alias used in a shader for this attribute. Can be changed after construction. */
     51 	public VertexAttribute (int usage, int numComponents, String alias) {
     52 		this(usage, numComponents, alias, 0);
     53 	}
     54 
     55 	/** Constructs a new VertexAttribute.
     56 	 *
     57 	 * @param usage the usage, used for the fixed function pipeline. Generic attributes are not supported in the fixed function
     58 	 *           pipeline.
     59 	 * @param numComponents the number of components of this attribute, must be between 1 and 4.
     60 	 * @param alias the alias used in a shader for this attribute. Can be changed after construction.
     61 	 * @param index unit/index of the attribute, used for boneweights and texture coordinates. */
     62 	public VertexAttribute (int usage, int numComponents, String alias, int index) {
     63 		this(usage, numComponents, usage == Usage.ColorPacked ? GL20.GL_UNSIGNED_BYTE : GL20.GL_FLOAT,
     64 				usage == Usage.ColorPacked, alias, index);
     65 	}
     66 
     67 	private VertexAttribute (int usage, int numComponents, int type, boolean normalized, String alias) {
     68 		this(usage, numComponents, type, normalized, alias, 0);
     69 	}
     70 
     71 	private VertexAttribute (int usage, int numComponents, int type, boolean normalized, String alias, int index) {
     72 		this.usage = usage;
     73 		this.numComponents = numComponents;
     74 		this.type = type;
     75 		this.normalized = normalized;
     76 		this.alias = alias;
     77 		this.unit = index;
     78 		this.usageIndex = Integer.numberOfTrailingZeros(usage);
     79 	}
     80 
     81 	public static VertexAttribute Position () {
     82 		return new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE);
     83 	}
     84 
     85 	public static VertexAttribute TexCoords (int unit) {
     86 		return new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + unit, unit);
     87 	}
     88 
     89 	public static VertexAttribute Normal () {
     90 		return new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE);
     91 	}
     92 
     93 	public static VertexAttribute ColorPacked () {
     94 		return new VertexAttribute(Usage.ColorPacked, 4, GL20.GL_UNSIGNED_BYTE, true, ShaderProgram.COLOR_ATTRIBUTE);
     95 	}
     96 
     97 	public static VertexAttribute ColorUnpacked () {
     98 		return new VertexAttribute(Usage.ColorUnpacked, 4, GL20.GL_FLOAT, false, ShaderProgram.COLOR_ATTRIBUTE);
     99 	}
    100 
    101 	public static VertexAttribute Tangent () {
    102 		return new VertexAttribute(Usage.Tangent, 3, ShaderProgram.TANGENT_ATTRIBUTE);
    103 	}
    104 
    105 	public static VertexAttribute Binormal () {
    106 		return new VertexAttribute(Usage.BiNormal, 3, ShaderProgram.BINORMAL_ATTRIBUTE);
    107 	}
    108 
    109 	public static VertexAttribute BoneWeight (int unit) {
    110 		return new VertexAttribute(Usage.BoneWeight, 2, "a_boneWeight" + unit, unit);
    111 	}
    112 
    113 	/** Tests to determine if the passed object was created with the same parameters */
    114 	@Override
    115 	public boolean equals (final Object obj) {
    116 		if (!(obj instanceof VertexAttribute)) {
    117 			return false;
    118 		}
    119 		return equals((VertexAttribute)obj);
    120 	}
    121 
    122 	public boolean equals (final VertexAttribute other) {
    123 		return other != null && usage == other.usage && numComponents == other.numComponents && alias.equals(other.alias)
    124 			&& unit == other.unit;
    125 	}
    126 
    127 	/** @return A unique number specifying the usage index (3 MSB) and unit (1 LSB). */
    128 	public int getKey () {
    129 		return (usageIndex << 8) + (unit & 0xFF);
    130 	}
    131 
    132 	@Override
    133 	public int hashCode () {
    134 		int result = getKey();
    135 		result = 541 * result + numComponents;
    136 		result = 541 * result + alias.hashCode();
    137 		return result;
    138 	}
    139 }
    140