gdk-graphics  1b6d84e044c2c953fd7c9501e628a67e80f4da0d
Public Member Functions | Static Public Attributes | List of all members
gdk::webgl1es2_vertex_format Class Referencefinal

informs the gl context how to interpret the currently bound vertex data. More...

#include <webgl1es2_vertex_format.h>

Public Member Functions

void enableAttributes (const webgl1es2_shader_program &aShaderProgram) const
 prepares gl context to draw vertex data formatted according to this vertex format
 
int getSumOfAttributeComponents () const
 Total number of components (sum of length of attributes)
 
webgl1es2_vertex_formatoperator= (const webgl1es2_vertex_format &)=default
 copy semantics
 
 webgl1es2_vertex_format (const webgl1es2_vertex_format &)=default
 copy semantics
 
webgl1es2_vertex_formatoperator= (webgl1es2_vertex_format &&)=default
 move semantics
 
 webgl1es2_vertex_format (webgl1es2_vertex_format &&)=default
 move semantics
 
 webgl1es2_vertex_format (const std::vector< webgl1es2_vertex_attribute > &aAttributes)
 construct a format using supplied attributes.
 

Static Public Attributes

static const webgl1es2_vertex_format Pos3
 {3 position} format
 
static const webgl1es2_vertex_format Pos3uv2
 {3 position, 2 uv} format
 
static const webgl1es2_vertex_format Pos3uv2Norm3
 {3 position, 2 uv, 3 normal} format
 

Detailed Description

informs the gl context how to interpret the currently bound vertex data.

Vertex data [in the context of OpenGL] is reprented as an array of floating-point values. The data and the format of that data is completely arbitrary and user defined and the GL context therefore has to be informed how to interpret it. An example of a typical format would be something like this: {Position3, UV2, Normal3, Tangent3}. In the above example, the context would need to know to interpret your vertex data (array of floats) like this: floats 0..2 will be uploaded to the position attribute, 3 & 4 to the UV attribute, 5..7 to Normal, 8..10 Tangent, then repeat (11-13 goes to Position etc...). Attributes, within the context of the graphics pipeline represents instanced data. In the context of the Vertex Shader stage, you will be able to access a set of attributes, representing a single full vertex.


The documentation for this class was generated from the following file: