本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.GL_FLOAT属性的典型用法代码示例。如果您正苦于以下问题:Java GL10.GL_FLOAT属性的具体用法?Java GL10.GL_FLOAT怎么用?Java GL10.GL_FLOAT使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类javax.microedition.khronos.opengles.GL10
的用法示例。
在下文中一共展示了GL10.GL_FLOAT属性的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: getModelUVElements
private static float[] getModelUVElements(InputStream modelStream)
throws IOException, UVTypeNotSupportedException {
byte[] uvBufferSize32Bits = new byte[4];
byte[] dataTypeBytes = new byte[4];
byte[] primTypeBytes = new byte[4];
byte[] sizePerElementBytes = new byte[4];
byte[] numUVs32Bits = new byte[4];
modelStream.read(uvBufferSize32Bits, 0, 4);
modelStream.read(dataTypeBytes, 0, 4);
modelStream.read(primTypeBytes, 0, 4);
modelStream.read(sizePerElementBytes, 0, 4);
modelStream.read(numUVs32Bits, 0, 4);
int uvBufferSize = ByteBuffer.wrap(uvBufferSize32Bits).order(ByteOrder.LITTLE_ENDIAN).getInt();
int dataType = ByteBuffer.wrap(dataTypeBytes).order(ByteOrder.LITTLE_ENDIAN).getInt();
int sizePerElement = ByteBuffer.wrap(sizePerElementBytes).order(ByteOrder.LITTLE_ENDIAN).getInt();
int numUVs = ByteBuffer.wrap(numUVs32Bits).order(ByteOrder.LITTLE_ENDIAN).getInt();
if (dataType != GL10.GL_FLOAT) {
throw new UVTypeNotSupportedException("Only float UVs are supported");
}
// We have multiple elements per uv
int numUVElements = numUVs * sizePerElement;
int uvElementTypeSize = uvBufferSize / numUVElements;
float[] uvElements = new float[numUVElements];
byte[] currentUVElement32Bit = new byte[uvElementTypeSize];
// Read the indices into a buffer
for (int i = 0; i < numUVElements; i++) {
modelStream.read(currentUVElement32Bit, 0, uvElementTypeSize);
float currentUVElement = ByteBuffer.wrap(currentUVElement32Bit).order(ByteOrder.LITTLE_ENDIAN).getFloat();
uvElements[i] = currentUVElement;
}
return uvElements;
}
示例2: getModelNormalElements
private static float[] getModelNormalElements(InputStream modelStream)
throws IOException, NormalTypeNotSupportedException {
byte[] normalElementBufferSize32Bit = new byte[4];
byte[] dataTypeBytes = new byte[4];
byte[] primTypeBytes = new byte[4];
byte[] sizePerElementBytes = new byte[4];
byte[] numNormalElements32Bit = new byte[4];
modelStream.read(normalElementBufferSize32Bit, 0, 4);
modelStream.read(dataTypeBytes, 0, 4);
modelStream.read(primTypeBytes, 0, 4);
modelStream.read(sizePerElementBytes, 0, 4);
modelStream.read(numNormalElements32Bit, 0, 4);
int normalElementBufferSize = ByteBuffer.wrap(normalElementBufferSize32Bit).order(ByteOrder.LITTLE_ENDIAN).getInt();
int dataType = ByteBuffer.wrap(dataTypeBytes).order(ByteOrder.LITTLE_ENDIAN).getInt();
int sizePerElement = ByteBuffer.wrap(sizePerElementBytes).order(ByteOrder.LITTLE_ENDIAN).getInt();
int numNormals = ByteBuffer.wrap(numNormalElements32Bit).order(ByteOrder.LITTLE_ENDIAN).getInt();
if (dataType != GL10.GL_FLOAT) {
throw new NormalTypeNotSupportedException("Only float normals are supported");
}
// We have multiple elements per normal
int numNormalElements = numNormals * sizePerElement;
int normalElementSize = normalElementBufferSize / numNormalElements;
float[] normalElements = new float[numNormalElements];
byte[] currentNormalElement32Bit = new byte[normalElementSize];
// Read the indices into a buffer
for (int i = 0; i < numNormalElements; i++) {
modelStream.read(currentNormalElement32Bit, 0, normalElementSize);
float currentNormalElement = ByteBuffer.wrap(currentNormalElement32Bit).order(ByteOrder.LITTLE_ENDIAN).getFloat();
normalElements[i] = currentNormalElement;
}
return normalElements;
}
示例3: getModelVertexElements
private static float[] getModelVertexElements(InputStream modelStream)
throws IOException, VertexTypeNotSupportedException {
byte[] vertexELementBufferSize32Bits = new byte[4];
byte[] dataTypeBytes = new byte[4];
byte[] primTypeBytes = new byte[4];
byte[] sizePerElementBytes = new byte[4];
byte[] numVertexElements32Bits = new byte[4];
modelStream.read(vertexELementBufferSize32Bits, 0, 4);
modelStream.read(dataTypeBytes, 0, 4);
modelStream.read(primTypeBytes, 0, 4);
modelStream.read(sizePerElementBytes, 0, 4);
modelStream.read(numVertexElements32Bits, 0, 4);
int vertexElementBufferSize = ByteBuffer.wrap(vertexELementBufferSize32Bits).order(ByteOrder.LITTLE_ENDIAN).getInt();
int dataType = ByteBuffer.wrap(dataTypeBytes).order(ByteOrder.LITTLE_ENDIAN).getInt();
int sizePerElement = ByteBuffer.wrap(sizePerElementBytes).order(ByteOrder.LITTLE_ENDIAN).getInt();
int numVertices = ByteBuffer.wrap(numVertexElements32Bits).order(ByteOrder.LITTLE_ENDIAN).getInt();
if (dataType != GL10.GL_FLOAT) {
throw new VertexTypeNotSupportedException("Only float vertices are supported");
}
// We have multiple elements per vertex and we will eventually throw away the fourth elements (w)
int numVertexElements = numVertices * (sizePerElement == 4 ? 3 : sizePerElement);
int vertexElementSize = vertexElementBufferSize / numVertices / sizePerElement;
float[] vertexElements = new float[numVertexElements];
byte[] currentVertexElement32Bit = new byte[vertexElementSize];
// Read the indices into a buffer
for (int i = 0; i < numVertexElements; i++) {
modelStream.read(currentVertexElement32Bit, 0, vertexElementSize);
float currentVertexElement = ByteBuffer.wrap(currentVertexElement32Bit).order(ByteOrder.LITTLE_ENDIAN).getFloat();
vertexElements[i] = currentVertexElement;
// If the model contains Vector4s, we need to throw away the fourth element (w) here
if (sizePerElement == 4 && (i + 1) % 3 == 0) {
modelStream.read(currentVertexElement32Bit, 0, vertexElementSize);
}
}
return vertexElements;
}