Package com.codename1.gpu
package com.codename1.gpu
Low level GPU accelerated graphics API for Codename One.
This package exposes a hardware rendering abstraction built around a
GraphicsDevice and Renderer together with the resources they consume:
Mesh, VertexBuffer, IndexBuffer, VertexFormat, Texture,
Material, Light and RenderState. It supports drawing 3D
Primitives, embedding output in a RenderView and loading models via the
GltfLoader. Use GpuCapabilities to query what the underlying device
supports at runtime.
-
ClassDescriptionA perspective or orthographic camera.Loads a
Meshfrom a glTF 2.0 model so applications can render real authored geometry rather than only the built inPrimitives.A loaded glTF model in device-free form: its geometry plus the decoded base-color image extracted from the model's first material, if any.A loaded glTF model: its geometry plus the base-color texture extracted from the model's first material, if any.Immutable description of the capabilities and limits of aGraphicsDevice.The low level command surface of the 3D API, bound to a singleRenderViewand its GPU context.Holds the element indices used to assemble primitives from aVertexBuffer.A single directional light plus a global ambient term, consumed by lit materials (Material.Type.LAMBERTandMaterial.Type.PHONG).A declarative description of how a surface should be shaded.The built in lighting model used to shade a surface.Portable column-major 4x4 float matrix math used by the 3D API.Renderable geometry: aVertexBuffer, an optionalIndexBufferand thePrimitiveTypethat ties the vertices into shapes.Factory helpers that build commonMeshprimitives.The geometric primitive aMeshis assembled from.Portable quaternion math used by the 3D, AR and VR APIs.Application supplied callback that drives the contents of aRenderView.Fixed function pipeline state attached to aMaterial: depth testing, alpha blending and face culling.The alpha blending mode applied when a fragment is written.Which triangle faces are discarded before rasterization.A Codename One component that hosts a hardware accelerated 3D rendering surface and drives an application suppliedRenderer.A GPU texture.The sampling filter applied when the texture is scaled.The texture coordinate wrapping behavior outside the 0..1 range.Describes a single attribute (position, normal, texture coordinate, color) within aVertexFormat.The semantic meaning of a vertex attribute.Holds interleaved vertex data for aMesh.An ordered, interleaved layout ofVertexAttributes describing how the floats of aVertexBufferare grouped into vertices.