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@@ -71,6 +71,9 @@ public interface GL {
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public static final int GL_FLOAT = 0x1406;
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public static final int GL_FLOAT = 0x1406;
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public static final int GL_FRAGMENT_SHADER = 0x8B30;
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public static final int GL_FRAGMENT_SHADER = 0x8B30;
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public static final int GL_FRONT = 0x404;
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public static final int GL_FRONT = 0x404;
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+ public static final int GL_FUNC_ADD = 0x8006;
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+ public static final int GL_FUNC_SUBTRACT = 0x800A;
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+ public static final int GL_FUNC_REVERSE_SUBTRACT = 0x800B;
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public static final int GL_FRONT_AND_BACK = 0x408;
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public static final int GL_FRONT_AND_BACK = 0x408;
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public static final int GL_GEQUAL = 0x206;
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public static final int GL_GEQUAL = 0x206;
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public static final int GL_GREATER = 0x204;
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public static final int GL_GREATER = 0x204;
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@@ -95,6 +98,7 @@ public interface GL {
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public static final int GL_LINK_STATUS = 0x8B82;
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public static final int GL_LINK_STATUS = 0x8B82;
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public static final int GL_LUMINANCE = 0x1909;
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public static final int GL_LUMINANCE = 0x1909;
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public static final int GL_LUMINANCE_ALPHA = 0x190A;
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public static final int GL_LUMINANCE_ALPHA = 0x190A;
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+ public static final int GL_MAX = 0x8008;
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public static final int GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
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public static final int GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
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public static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49;
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public static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49;
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public static final int GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
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public static final int GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
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@@ -105,6 +109,7 @@ public interface GL {
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public static final int GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A;
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public static final int GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A;
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public static final int GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB;
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public static final int GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB;
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public static final int GL_MIRRORED_REPEAT = 0x8370;
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public static final int GL_MIRRORED_REPEAT = 0x8370;
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+ public static final int GL_MIN = 0x8007;
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public static final int GL_NEAREST = 0x2600;
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public static final int GL_NEAREST = 0x2600;
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public static final int GL_NEAREST_MIPMAP_LINEAR = 0x2702;
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public static final int GL_NEAREST_MIPMAP_LINEAR = 0x2702;
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public static final int GL_NEAREST_MIPMAP_NEAREST = 0x2700;
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public static final int GL_NEAREST_MIPMAP_NEAREST = 0x2700;
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@@ -184,167 +189,89 @@ public interface GL {
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public static final int GL_VERTEX_SHADER = 0x8B31;
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public static final int GL_VERTEX_SHADER = 0x8B31;
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public static final int GL_ZERO = 0x0;
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public static final int GL_ZERO = 0x0;
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- public void resetStats();
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-
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- public void glActiveTexture(int texture);
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-
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- public void glAttachShader(int program, int shader);
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-
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- public void glBindBuffer(int target, int buffer);
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-
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- public void glBindTexture(int target, int texture);
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-
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- public void glBlendFunc(int sfactor, int dfactor);
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-
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- public void glBufferData(int target, long data_size, int usage);
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-
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- public void glBufferData(int target, FloatBuffer data, int usage);
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-
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- public void glBufferData(int target, ShortBuffer data, int usage);
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-
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- public void glBufferData(int target, ByteBuffer data, int usage);
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-
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- public void glBufferSubData(int target, long offset, FloatBuffer data);
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-
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- public void glBufferSubData(int target, long offset, ShortBuffer data);
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-
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- public void glBufferSubData(int target, long offset, ByteBuffer data);
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-
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- public void glClear(int mask);
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-
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- public void glClearColor(float red, float green, float blue, float alpha);
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-
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- public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
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-
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- public void glCompileShader(int shader);
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-
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- public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ByteBuffer data);
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-
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- public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data);
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-
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- public int glCreateProgram();
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-
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- public int glCreateShader(int shaderType);
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-
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- public void glCullFace(int mode);
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-
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- public void glDeleteBuffers(IntBuffer buffers);
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-
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- public void glDeleteProgram(int program);
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-
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- public void glDeleteShader(int shader);
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-
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- public void glDeleteTextures(IntBuffer textures);
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-
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- public void glDepthFunc(int func);
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-
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- public void glDepthMask(boolean flag);
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-
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- public void glDepthRange(double nearVal, double farVal);
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-
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- public void glDetachShader(int program, int shader);
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-
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- public void glDisable(int cap);
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-
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- public void glDisableVertexAttribArray(int index);
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-
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- public void glDrawArrays(int mode, int first, int count);
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-
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- public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices); /// GL2+
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-
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- public void glEnable(int cap);
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-
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- public void glEnableVertexAttribArray(int index);
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-
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- public void glGenBuffers(IntBuffer buffers);
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-
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- public void glGenTextures(IntBuffer textures);
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-
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- public int glGetAttribLocation(int program, String name);
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-
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- public void glGetBoolean(int pname, ByteBuffer params);
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-
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- public void glGetBufferSubData(int target, long offset, ByteBuffer data);
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-
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- public int glGetError();
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-
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- public void glGetInteger(int pname, IntBuffer params);
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-
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- public void glGetProgram(int program, int pname, IntBuffer params);
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-
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- public String glGetProgramInfoLog(int program, int maxSize);
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-
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- public void glGetShader(int shader, int pname, IntBuffer params);
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-
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- public String glGetShaderInfoLog(int shader, int maxSize);
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-
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- public String glGetString(int name);
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-
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- public int glGetUniformLocation(int program, String name);
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-
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- public boolean glIsEnabled(int cap);
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-
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- public void glLineWidth(float width);
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-
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- public void glLinkProgram(int program);
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-
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- public void glPixelStorei(int pname, int param);
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-
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- public void glPolygonOffset(float factor, float units);
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-
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- public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
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-
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- public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
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-
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- public void glScissor(int x, int y, int width, int height);
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-
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- public void glShaderSource(int shader, String[] string, IntBuffer length);
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-
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- public void glStencilFuncSeparate(int face, int func, int ref, int mask);
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-
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- public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
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-
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- public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
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-
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- public void glTexParameterf(int target, int pname, float param);
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-
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- public void glTexParameteri(int target, int pname, int param);
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-
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- public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
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-
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- public void glUniform1(int location, FloatBuffer value);
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-
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- public void glUniform1(int location, IntBuffer value);
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-
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- public void glUniform1f(int location, float v0);
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-
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- public void glUniform1i(int location, int v0);
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-
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- public void glUniform2(int location, IntBuffer value);
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-
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- public void glUniform2(int location, FloatBuffer value);
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-
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- public void glUniform2f(int location, float v0, float v1);
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-
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- public void glUniform3(int location, IntBuffer value);
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-
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- public void glUniform3(int location, FloatBuffer value);
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-
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- public void glUniform3f(int location, float v0, float v1, float v2);
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-
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- public void glUniform4(int location, FloatBuffer value);
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-
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- public void glUniform4(int location, IntBuffer value);
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-
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- public void glUniform4f(int location, float v0, float v1, float v2, float v3);
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-
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- public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
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-
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- public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
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-
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- public void glUseProgram(int program);
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-
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- public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
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-
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- public void glViewport(int x, int y, int width, int height);
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+ public void resetStats();
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+
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+ public void glActiveTexture(int texture);
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+ public void glAttachShader(int program, int shader);
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+ public void glBindBuffer(int target, int buffer);
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+ public void glBindTexture(int target, int texture);
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+ public void glBlendEquationSeparate(int colorMode, int alphaMode);
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+ public void glBlendFunc(int sfactor, int dfactor);
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+ public void glBufferData(int target, long data_size, int usage);
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+ public void glBufferData(int target, FloatBuffer data, int usage);
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+ public void glBufferData(int target, ShortBuffer data, int usage);
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+ public void glBufferData(int target, ByteBuffer data, int usage);
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+ public void glBufferSubData(int target, long offset, FloatBuffer data);
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+ public void glBufferSubData(int target, long offset, ShortBuffer data);
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+ public void glBufferSubData(int target, long offset, ByteBuffer data);
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+ public void glClear(int mask);
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+ public void glClearColor(float red, float green, float blue, float alpha);
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+ public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
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+ public void glCompileShader(int shader);
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+ public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ByteBuffer data);
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+ public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data);
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+ public int glCreateProgram();
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+ public int glCreateShader(int shaderType);
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+ public void glCullFace(int mode);
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+ public void glDeleteBuffers(IntBuffer buffers);
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+ public void glDeleteProgram(int program);
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+ public void glDeleteShader(int shader);
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+ public void glDeleteTextures(IntBuffer textures);
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+ public void glDepthFunc(int func);
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+ public void glDepthMask(boolean flag);
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+ public void glDepthRange(double nearVal, double farVal);
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+ public void glDetachShader(int program, int shader);
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+ public void glDisable(int cap);
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+ public void glDisableVertexAttribArray(int index);
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+ public void glDrawArrays(int mode, int first, int count);
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+
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+ public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices); /// GL2+
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+ public void glEnable(int cap);
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+ public void glEnableVertexAttribArray(int index);
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+ public void glGenBuffers(IntBuffer buffers);
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+ public void glGenTextures(IntBuffer textures);
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+ public int glGetAttribLocation(int program, String name);
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+ public void glGetBoolean(int pname, ByteBuffer params);
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+ public void glGetBufferSubData(int target, long offset, ByteBuffer data);
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+ public int glGetError();
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+ public void glGetInteger(int pname, IntBuffer params);
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+ public void glGetProgram(int program, int pname, IntBuffer params);
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+ public String glGetProgramInfoLog(int program, int maxSize);
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+ public void glGetShader(int shader, int pname, IntBuffer params);
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+ public String glGetShaderInfoLog(int shader, int maxSize);
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+ public String glGetString(int name);
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+ public int glGetUniformLocation(int program, String name);
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+ public boolean glIsEnabled(int cap);
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+ public void glLineWidth(float width);
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+ public void glLinkProgram(int program);
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+ public void glPixelStorei(int pname, int param);
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+ public void glPolygonOffset(float factor, float units);
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+ public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
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+ public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
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+ public void glScissor(int x, int y, int width, int height);
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+ public void glShaderSource(int shader, String[] string, IntBuffer length);
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+ public void glStencilFuncSeparate(int face, int func, int ref, int mask);
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+ public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
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+ public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
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+ public void glTexParameterf(int target, int pname, float param);
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+ public void glTexParameteri(int target, int pname, int param);
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+ public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
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+ public void glUniform1(int location, FloatBuffer value);
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+ public void glUniform1(int location, IntBuffer value);
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+ public void glUniform1f(int location, float v0);
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+ public void glUniform1i(int location, int v0);
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+ public void glUniform2(int location, IntBuffer value);
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+ public void glUniform2(int location, FloatBuffer value);
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+ public void glUniform2f(int location, float v0, float v1);
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+ public void glUniform3(int location, IntBuffer value);
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+ public void glUniform3(int location, FloatBuffer value);
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+ public void glUniform3f(int location, float v0, float v1, float v2);
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+ public void glUniform4(int location, FloatBuffer value);
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+ public void glUniform4(int location, IntBuffer value);
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+ public void glUniform4f(int location, float v0, float v1, float v2, float v3);
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+ public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
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+ public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
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+ public void glUseProgram(int program);
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+ public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
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+ public void glViewport(int x, int y, int width, int height);
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}
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}
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