Mesh
open class Mesh
kotlin.Any | |
↳ | android.graphics.Mesh |
Class representing a mesh object. This class represents a Mesh object that can optionally be indexed. A MeshSpecification
is required along with various attributes for detailing the mesh object, including a mode, vertex buffer, optional index buffer, and bounds for the mesh. Once generated, a mesh object can be drawn through Canvas.drawMesh(Mesh, BlendMode, Paint)
Summary
Constants | |
---|---|
static Int |
The mesh will be drawn with triangles without utilizing shared vertices. |
static Int |
The mesh will be drawn with triangles utilizing shared vertices. |
Public constructors | |
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Constructor for a non-indexed Mesh. |
|
Mesh(meshSpec: MeshSpecification, mode: Int, vertexBuffer: Buffer, vertexCount: Int, indexBuffer: ShortBuffer, bounds: RectF) Constructor for an indexed Mesh. |
Public methods | |
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open Unit |
setColorUniform(uniformName: String, color: Color) Sets the uniform color value corresponding to the shader assigned to the mesh. |
open Unit |
setColorUniform(uniformName: String, color: Int) Sets the uniform color value corresponding to the shader assigned to the mesh. |
open Unit |
setColorUniform(uniformName: String, color: Long) Sets the uniform color value corresponding to the shader assigned to the mesh. |
open Unit |
setFloatUniform(uniformName: String, value: Float) Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
setFloatUniform(uniformName: String, value1: Float, value2: Float) Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
setFloatUniform(uniformName: String, value1: Float, value2: Float, value3: Float) Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
setFloatUniform(uniformName: String, values: FloatArray) Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
setIntUniform(uniformName: String, value: Int) Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
setIntUniform(uniformName: String, value1: Int, value2: Int) Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
setIntUniform(uniformName: String, value1: Int, value2: Int, value3: Int) Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
Sets the uniform value corresponding to the shader assigned to the mesh. |
open Unit |
setIntUniform(uniformName: String, values: IntArray) Sets the uniform value corresponding to the shader assigned to the mesh. |
Constants
TRIANGLES
static val TRIANGLES: Int
The mesh will be drawn with triangles without utilizing shared vertices.
Value: 0
TRIANGLE_STRIP
static val TRIANGLE_STRIP: Int
The mesh will be drawn with triangles utilizing shared vertices.
Value: 1
Public constructors
Mesh
Mesh(
meshSpec: MeshSpecification,
mode: Int,
vertexBuffer: Buffer,
vertexCount: Int,
bounds: RectF)
Constructor for a non-indexed Mesh.
Parameters | |
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meshSpec |
MeshSpecification: MeshSpecification used when generating the mesh. This value cannot be null . |
mode |
Int: Determines what mode to draw the mesh in. Must be one of Mesh.TRIANGLES or Mesh.TRIANGLE_STRIP Value is android.graphics.Mesh#TRIANGLES , or android.graphics.Mesh#TRIANGLE_STRIP |
vertexBuffer |
Buffer: vertex buffer representing through Buffer . This provides the data for all attributes provided within the meshSpec for every vertex. That is, a vertex buffer should be (attributes size * number of vertices) in length to be valid. Note that currently implementation will have a CPU backed buffer generated. This value cannot be null . |
vertexCount |
Int: the number of vertices represented in the vertexBuffer and mesh. |
bounds |
RectF: bounds of the mesh object. This value cannot be null . |
Mesh
Mesh(
meshSpec: MeshSpecification,
mode: Int,
vertexBuffer: Buffer,
vertexCount: Int,
indexBuffer: ShortBuffer,
bounds: RectF)
Constructor for an indexed Mesh.
Parameters | |
---|---|
meshSpec |
MeshSpecification: MeshSpecification used when generating the mesh. This value cannot be null . |
mode |
Int: Determines what mode to draw the mesh in. Must be one of Mesh.TRIANGLES or Mesh.TRIANGLE_STRIP Value is android.graphics.Mesh#TRIANGLES , or android.graphics.Mesh#TRIANGLE_STRIP |
vertexBuffer |
Buffer: vertex buffer representing through Buffer . This provides the data for all attributes provided within the meshSpec for every vertex. That is, a vertex buffer should be (attributes size * number of vertices) in length to be valid. Note that currently implementation will have a CPU backed buffer generated. This value cannot be null . |
vertexCount |
Int: the number of vertices represented in the vertexBuffer and mesh. |
indexBuffer |
ShortBuffer: index buffer representing through ShortBuffer . Indices are required to be 16 bits, so ShortBuffer is necessary. Note that currently implementation will have a CPU backed buffer generated. This value cannot be null . |
bounds |
RectF: bounds of the mesh object. This value cannot be null . |
Public methods
setColorUniform
open fun setColorUniform(
uniformName: String,
color: Color
): Unit
Sets the uniform color value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and corresponding layout(color) annotation then an IllegalArgumentExcepton is thrown.
Parameters | |
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uniformName |
String: name matching the color uniform declared in the shader program. This value cannot be null . |
color |
Color: the provided sRGB color will be converted into the shader program's output colorspace and will be made available as a vec4 uniform in the program. This value cannot be null . |
setColorUniform
open fun setColorUniform(
uniformName: String,
color: Int
): Unit
Sets the uniform color value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and corresponding layout(color) annotation then an IllegalArgumentExcepton is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the color uniform declared in the shader program. This value cannot be null . |
color |
Int: the provided sRGB color will be converted into the shader program's output colorspace and be available as a vec4 uniform in the program. |
setColorUniform
open fun setColorUniform(
uniformName: String,
color: Long
): Unit
Sets the uniform color value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and corresponding layout(color) annotation then an IllegalArgumentExcepton is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the color uniform declared in the shader program. This value cannot be null . |
color |
Long: the provided sRGB color will be converted into the shader program's output colorspace and be available as a vec4 uniform in the program. |
setFloatUniform
open fun setFloatUniform(
uniformName: String,
value: Float
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than a float or float[1] then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the float uniform declared in the shader program. This value cannot be null . |
value |
Float: float value corresponding to the float uniform with the given name. |
setFloatUniform
open fun setFloatUniform(
uniformName: String,
value1: Float,
value2: Float
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than a vec2 or float[2] then an IllegalArgumentException is thrown.
Parameters | |
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uniformName |
String: name matching the float uniform declared in the shader program. This value cannot be null . |
value1 |
Float: first float value corresponding to the float uniform with the given name. |
value2 |
Float: second float value corresponding to the float uniform with the given name. |
setFloatUniform
open fun setFloatUniform(
uniformName: String,
value1: Float,
value2: Float,
value3: Float
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than a vec3 or float[3] then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the float uniform declared in the shader program. This value cannot be null . |
value1 |
Float: first float value corresponding to the float uniform with the given name. |
value2 |
Float: second float value corresponding to the float uniform with the given name. |
value3 |
Float: third float value corresponding to the float unifiform with the given name. |
setFloatUniform
open fun setFloatUniform(
uniformName: String,
value1: Float,
value2: Float,
value3: Float,
value4: Float
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than a vec4 or float[4] then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the float uniform declared in the shader program. This value cannot be null . |
value1 |
Float: first float value corresponding to the float uniform with the given name. |
value2 |
Float: second float value corresponding to the float uniform with the given name. |
value3 |
Float: third float value corresponding to the float uniform with the given name. |
value4 |
Float: fourth float value corresponding to the float uniform with the given name. |
setFloatUniform
open fun setFloatUniform(
uniformName: String,
values: FloatArray
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than a float (for N=1), vecN, or float[N], where N is the length of the values param, then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the float uniform declared in the shader program. This value cannot be null . |
values |
FloatArray: float value corresponding to the vec4 float uniform with the given name. This value cannot be null . |
setIntUniform
open fun setIntUniform(
uniformName: String,
value: Int
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than int or int[1] then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the int uniform declared in the shader program. This value cannot be null . |
value |
Int: value corresponding to the int uniform with the given name. |
setIntUniform
open fun setIntUniform(
uniformName: String,
value1: Int,
value2: Int
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than ivec2 or int[2] then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the int uniform declared in the shader program. This value cannot be null . |
value1 |
Int: first value corresponding to the int uniform with the given name. |
value2 |
Int: second value corresponding to the int uniform with the given name. |
setIntUniform
open fun setIntUniform(
uniformName: String,
value1: Int,
value2: Int,
value3: Int
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than ivec3 or int[3] then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the int uniform declared in the shader program. This value cannot be null . |
value1 |
Int: first value corresponding to the int uniform with the given name. |
value2 |
Int: second value corresponding to the int uniform with the given name. |
value3 |
Int: third value corresponding to the int uniform with the given name. |
setIntUniform
open fun setIntUniform(
uniformName: String,
value1: Int,
value2: Int,
value3: Int,
value4: Int
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than ivec4 or int[4] then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the int uniform declared in the shader program. This value cannot be null . |
value1 |
Int: first value corresponding to the int uniform with the given name. |
value2 |
Int: second value corresponding to the int uniform with the given name. |
value3 |
Int: third value corresponding to the int uniform with the given name. |
value4 |
Int: fourth value corresponding to the int uniform with the given name. |
setIntUniform
open fun setIntUniform(
uniformName: String,
values: IntArray
): Unit
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than an int (for N=1), ivecN, or int[N], where N is the length of the values param, then an IllegalArgumentException is thrown.
Parameters | |
---|---|
uniformName |
String: name matching the int uniform declared in the shader program. This value cannot be null . |
values |
IntArray: int values corresponding to the vec4 int uniform with the given name. This value cannot be null . |