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Java VertexBufferObjectAttributes类代码示例

本文整理汇总了Java中org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes的典型用法代码示例。如果您正苦于以下问题:Java VertexBufferObjectAttributes类的具体用法?Java VertexBufferObjectAttributes怎么用?Java VertexBufferObjectAttributes使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


VertexBufferObjectAttributes类属于org.andengine.opengl.vbo.attribute包,在下文中一共展示了VertexBufferObjectAttributes类的15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: bind

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionColorShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
}
 
开发者ID:mediamonks,项目名称:tilt-game-android,代码行数:9,代码来源:PositionColorShaderProgram.java

示例2: VertexBufferObject

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
/**
 * @param pVertexBufferObjectManager (Optional, if you manage reloading on your own.)
 * @param pCapacity
 * @param pDrawType
 * @param pAutoDispose when passing <code>true</code> this {@link VertexBufferObject} loads itself to the active {@link VertexBufferObjectManager}. <b><u>WARNING:</u></b> When passing <code>false</code> one needs to take care of that by oneself!
 * @param pVertexBufferObjectAttributes to be automatically enabled on the {@link ShaderProgram} used in {@link VertexBufferObject#bind(ShaderProgram)}.
 */
public VertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	this.mVertexBufferObjectManager = pVertexBufferObjectManager;
	this.mCapacity = pCapacity;
	this.mUsage = pDrawType.getUsage();
	this.mAutoDispose = pAutoDispose;
	this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;

	this.mByteBuffer = BufferUtils.allocateDirectByteBuffer(pCapacity * DataConstants.BYTES_PER_FLOAT);

	this.mByteBuffer.order(ByteOrder.nativeOrder());
}
 
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:19,代码来源:VertexBufferObject.java

示例3: bind

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) throws ShaderProgramException {
	if (!this.mCompiled) {
		this.compile(pGLState);
	}
	pGLState.useProgram(this.mProgramID);

	pVertexBufferObjectAttributes.glVertexAttribPointers();
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:9,代码来源:ShaderProgram.java

示例4: bind

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION);
	GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION);
	GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_1_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformTexture0Location, 0);
	GLES20.glUniform1i(PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformTexture1Location, 1);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:14,代码来源:PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.java

示例5: bind

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionTextureCoordinatesTextureSelectShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionTextureCoordinatesTextureSelectShaderProgram.sUniformTexture0Location, 0);
	GLES20.glUniform1i(PositionTextureCoordinatesTextureSelectShaderProgram.sUniformTexture1Location, 1);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:11,代码来源:PositionTextureCoordinatesTextureSelectShaderProgram.java

示例6: bind

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionColorTextureCoordinatesShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionColorTextureCoordinatesShaderProgram.sUniformTexture0Location, 0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:8,代码来源:PositionColorTextureCoordinatesShaderProgram.java

示例7: bind

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionTextureCoordinatesShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionTextureCoordinatesShaderProgram.sUniformTexture0Location, 0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:10,代码来源:PositionTextureCoordinatesShaderProgram.java

示例8: ZeroMemoryVertexBufferObject

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
public ZeroMemoryVertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	this.mVertexBufferObjectManager = pVertexBufferObjectManager;
	this.mCapacity = pCapacity;
	this.mUsage = pDrawType.getUsage();
	this.mAutoDispose = pAutoDispose;
	this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:8,代码来源:ZeroMemoryVertexBufferObject.java

示例9: HighPerformanceVertexBufferObject

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
public HighPerformanceVertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	super(pVertexBufferObjectManager, pCapacity, pDrawType, pAutoDispose, pVertexBufferObjectAttributes);

	this.mBufferData = new float[pCapacity];
	if (SystemUtils.SDK_VERSION_HONEYCOMB_OR_LATER) {
		this.mFloatBuffer = this.mByteBuffer.asFloatBuffer();
	} else {
		this.mFloatBuffer = null;
	}
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:11,代码来源:HighPerformanceVertexBufferObject.java

示例10: VertexBufferObject

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
/**
 * @param pVertexBufferObjectManager (Optional, if you manage reloading on your own.)
 * @param pCapacity
 * @param pDrawType
 * @param pAutoDispose when passing <code>true</code> this {@link VertexBufferObject} loads itself to the active {@link VertexBufferObjectManager}. <b><u>WARNING:</u></b> When passing <code>false</code> one needs to take care of that by oneself!
 * @param pVertexBufferObjectAttributes to be automatically enabled on the {@link ShaderProgram} used in {@link #bind(ShaderProgram)}.
 */
public VertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	this.mVertexBufferObjectManager = pVertexBufferObjectManager;
	this.mCapacity = pCapacity;
	this.mUsage = pDrawType.getUsage();
	this.mAutoDispose = pAutoDispose;
	this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;

	this.mByteBuffer = BufferUtils.allocateDirectByteBuffer(pCapacity * DataConstants.BYTES_PER_FLOAT);

	this.mByteBuffer.order(ByteOrder.nativeOrder());
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:19,代码来源:VertexBufferObject.java

示例11: HighPerformanceVertexBufferObject

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
public HighPerformanceVertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final float[] pBufferData, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	super(pVertexBufferObjectManager, pBufferData.length, pDrawType, pAutoDispose, pVertexBufferObjectAttributes);
	this.mBufferData = pBufferData;

	if (SystemUtils.SDK_VERSION_HONEYCOMB_OR_LATER) {
		this.mFloatBuffer = this.mByteBuffer.asFloatBuffer();
	} else {
		this.mFloatBuffer = null;
	}
}
 
开发者ID:mediamonks,项目名称:tilt-game-android,代码行数:11,代码来源:HighPerformanceVertexBufferObject.java

示例12: bind

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionTextureCoordinatesUniformColorShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionTextureCoordinatesUniformColorShaderProgram.sUniformTexture0Location, 0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:10,代码来源:PositionTextureCoordinatesUniformColorShaderProgram.java

示例13: HighPerformanceVertexBufferObject

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
public HighPerformanceVertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	super(pVertexBufferObjectManager, pCapacity, pDrawType, pAutoDispose, pVertexBufferObjectAttributes);

	this.mBufferData = new float[pCapacity];
	if(SystemUtils.SDK_VERSION_HONEYCOMB_OR_LATER) {
		this.mFloatBuffer = this.mByteBuffer.asFloatBuffer();
	} else {
		this.mFloatBuffer = null;
	}
}
 
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:11,代码来源:HighPerformanceVertexBufferObject.java

示例14: HighPerformanceLineChainVertexBufferObject

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
public HighPerformanceLineChainVertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	super(pVertexBufferObjectManager, pCapacity, pDrawType, pAutoDispose, pVertexBufferObjectAttributes);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:4,代码来源:HighPerformanceLineChainVertexBufferObject.java

示例15: HighPerformanceMeshVertexBufferObject

import org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes; //导入依赖的package包/类
public HighPerformanceMeshVertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final float[] pBufferData, final int pVertexCount, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	super(pVertexBufferObjectManager, pBufferData, pDrawType, pAutoDispose, pVertexBufferObjectAttributes);

	this.mVertexCount = pVertexCount;
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:6,代码来源:HighPerformanceMeshVertexBufferObject.java


注:本文中的org.andengine.opengl.vbo.attribute.VertexBufferObjectAttributes类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。