Package icyllis.arc3d.granite.geom

# Class VerticesStep

java.lang.Object
icyllis.arc3d.granite.GeometryStep
icyllis.arc3d.granite.geom.VerticesStep

public class VerticesStep extends GeometryStep

- ## Nested Class Summary

  ## Nested classes/interfaces inherited from class icyllis.arc3d.granite.GeometryStep

  `GeometryStep.ProgramImpl`

- ## Field Summary

  Fields
  Modifier and Type
  Field
  Description
  `static final VertexInputLayout.AttributeSet`
  `ATTRIBS_POS`
  `static final VertexInputLayout.AttributeSet`
  `ATTRIBS_POS_COLOR`
  `static final VertexInputLayout.AttributeSet`
  `ATTRIBS_POS_COLOR_UV`
  `static final VertexInputLayout.AttributeSet`
  `ATTRIBS_POS_UV`
  `static final VertexInputLayout.Attribute`
  `COLOR`
  `static final VertexInputLayout.Attribute`
  `POSITION`
  `static final VertexInputLayout.Attribute`
  `TEX_COORD`

  ### Fields inherited from class icyllis.arc3d.granite.GeometryStep

  `DEPTH, FLAG_EMIT_COVERAGE, FLAG_EMIT_PRIMITIVE_COLOR, FLAG_HANDLE_SOLID_COLOR, FLAG_HAS_TEXTURES, FLAG_OUTSET_BOUNDS_FOR_AA, FLAG_PERFORM_SHADING, MODEL_VIEW, SOLID_COLOR`

- ## Constructor Summary

  Constructors
  Constructor
  Description
  `VerticesStep(byte primitiveType, boolean hasColor, boolean hasTexCoords)`

- ## Method Summary

  Modifier and Type
  Method
  Description
  `void`
  `appendToKey(KeyBuilder b)`
  Appends a key on the KeyBuilder that reflects any variety in the code that the geometry processor subclass can emit.
  `void`
  `emitFragmentColorCode(Formatter fs, String outputColor)`
  Emits the fragment color code into the fragment shader.
  `void`
  `emitUniforms(UniformHandler uniformHandler, boolean mayRequireLocalCoords)`
  `void`
  `emitVaryings(VaryingHandler varyingHandler, boolean usesFastSolidColor)`
  `void`
  `emitVertexGeomCode(Formatter vs, String worldPosVar, String localPosVar, boolean usesFastSolidColor)`
  Emits the geometry code into the vertex shader.
  `GeometryStep.ProgramImpl`
  `makeProgramImpl(ShaderCaps caps)`
  Returns a new instance of the appropriate implementation class for the given GeometryProcessor.
  `void`
  `writeMesh(MeshDrawWriter writer, Draw draw, float[] solidColor, boolean mayRequireLocalCoords)`
  `void`
  `writeUniformsAndTextures(RecordingContext context, Draw draw, UniformDataGatherer uniformDataGatherer, TextureDataGatherer textureDataGatherer, boolean mayRequireLocalCoords)`

  ### Methods inherited from class icyllis.arc3d.granite.GeometryStep

  `appendAttributesToKey, depthStencilFlags, depthStencilSettings, emitFragmentCoverageCode, emitSamplers, emitsCoverage, emitsPrimitiveColor, getInputLayout, handlesSolidColor, hasInstanceAttributes, hasVertexAttributes, instanceAttributes, instanceBinding, instanceStride, makeColorAttribute, name, numInstanceAttributes, numInstanceLocations, numTextureSamplers, numVertexAttributes, numVertexLocations, performsShading, primitiveType, textureSamplerState, textureSamplerSwizzle, uniqueID, vertexAttributes, vertexBinding, vertexStride`

  ### Methods inherited from class java.lang.Object

  `clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

- ## Field Details

  - ### POSITION

    public static final VertexInputLayout.Attribute POSITION

  - ### COLOR

    public static final VertexInputLayout.Attribute COLOR

  - ### TEX_COORD

    public static final VertexInputLayout.Attribute TEX_COORD

  - ### ATTRIBS_POS

    public static final VertexInputLayout.AttributeSet ATTRIBS_POS

  - ### ATTRIBS_POS_COLOR

    public static final VertexInputLayout.AttributeSet ATTRIBS_POS_COLOR

  - ### ATTRIBS_POS_UV

    public static final VertexInputLayout.AttributeSet ATTRIBS_POS_UV

  - ### ATTRIBS_POS_COLOR_UV

    public static final VertexInputLayout.AttributeSet ATTRIBS_POS_COLOR_UV

- ## Constructor Details

  - ### VerticesStep

    public VerticesStep(byte primitiveType, boolean hasColor, boolean hasTexCoords)

- ## Method Details

  - ### appendToKey

    public void appendToKey(@Nonnull KeyBuilder b)
    Description copied from class: `GeometryStep`
    Appends a key on the KeyBuilder that reflects any variety in the code that the geometry processor subclass can emit.
    Specified by:
      `appendToKey` in class `GeometryStep`
    See Also:
      - `GeometryStep.makeProgramImpl(ShaderCaps)`

  - ### makeProgramImpl

    @Nonnull public GeometryStep.ProgramImpl makeProgramImpl(ShaderCaps caps)
    Description copied from class: `GeometryStep`
    Returns a new instance of the appropriate implementation class for the given GeometryProcessor. This method is called only when the specified key does not exist in the program cache.
    Specified by:
      `makeProgramImpl` in class `GeometryStep`
    See Also:
      - `GeometryStep.appendToKey(KeyBuilder)`

  - ### emitVaryings

    public void emitVaryings(VaryingHandler varyingHandler, boolean usesFastSolidColor)
    Overrides:
      `emitVaryings` in class `GeometryStep`

  - ### emitUniforms

    public void emitUniforms(UniformHandler uniformHandler, boolean mayRequireLocalCoords)
    Overrides:
      `emitUniforms` in class `GeometryStep`

  - ### emitVertexGeomCode

    public void emitVertexGeomCode(Formatter vs, @Nonnull String worldPosVar, @Nullable String localPosVar, boolean usesFastSolidColor)
    Description copied from class: `GeometryStep`
    Emits the geometry code into the vertex shader. Implementation must define "vec4 worldPosVar" with the given name and setup it. If localPosVar is not null, then it must write geometry's local pos to it.
    Overrides:
      `emitVertexGeomCode` in class `GeometryStep`

  - ### emitFragmentColorCode

    public void emitFragmentColorCode(Formatter fs, String outputColor)
    Description copied from class: `GeometryStep`
    Emits the fragment color code into the fragment shader. This is either paint's solid color or per-vertex primitive color. See `GeometryStep.FLAG_HANDLE_SOLID_COLOR` and `GeometryStep.FLAG_EMIT_PRIMITIVE_COLOR`.
    Overrides:
      `emitFragmentColorCode` in class `GeometryStep`

  - ### writeMesh

    public void writeMesh(MeshDrawWriter writer, Draw draw, @Nullable float[] solidColor, boolean mayRequireLocalCoords)
    Overrides:
      `writeMesh` in class `GeometryStep`

  - ### writeUniformsAndTextures

    public void writeUniformsAndTextures(RecordingContext context, Draw draw, UniformDataGatherer uniformDataGatherer, TextureDataGatherer textureDataGatherer, boolean mayRequireLocalCoords)
    Overrides:
      `writeUniformsAndTextures` in class `GeometryStep`