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@@ -249,40 +249,357 @@ public interface GL {
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public long glGetQueryObjectui64(int query, int pname);
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public long glGetQueryObjectui64(int query, int pname);
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public int glGetQueryObjectiv(int query, int pname);
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public int glGetQueryObjectiv(int query, int pname);
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public void glGetShader(int shader, int pname, IntBuffer params);
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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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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glGetShaderInfoLog">Reference Page</a></p>
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+ * <p>
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+ * Returns the information log for a shader object.
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+ *
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+ * @param shader the shader object whose information log is to be queried.
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+ * @param maxSize the size of the character buffer for storing the returned information log.
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+ */
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+ public String glGetShaderInfoLog(int shader, int maxSize);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glGetString">Reference Page</a></p>
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+ * <p>
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+ * Return strings describing properties of the current GL context.
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+ *
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+ * @param name the property to query. One of:<br><table><tr><td>{@link #GL_RENDERER RENDERER}</td><td>{@link #GL_VENDOR VENDOR}</td><td>{@link #GL_EXTENSIONS EXTENSIONS}</td><td>{@link #GL_VERSION VERSION}</td><td>{@link GL2#GL_SHADING_LANGUAGE_VERSION SHADING_LANGUAGE_VERSION}</td></tr></table>
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+ */
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+ public String glGetString(int name);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glGetUniformLocation">Reference Page</a></p>
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+ * <p>
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+ * Returns the location of a uniform variable.
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+ *
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+ * @param program the program object to be queried.
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+ * @param name a null terminated string containing the name of the uniform variable whose location is to be queried.
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+ */
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+ public int glGetUniformLocation(int program, String name);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glIsEnabled">Reference Page</a></p>
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+ * <p>
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+ * Determines if {@code cap} is currently enabled (as with {@link #glEnable Enable}) or disabled.
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+ *
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+ * @param cap the enable state to query.
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+ */
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+ public boolean glIsEnabled(int cap);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glLineWidth">Reference Page</a></p>
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+ *
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+ * Sets the width of rasterized line segments. The default width is 1.0.
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+ *
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+ * @param width the line width.
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+ */
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+ public void glLineWidth(float width);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glLinkProgram">Reference Page</a></p>
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+ *
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+ * Links a program object.
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+ *
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+ * @param program the program object to be linked.
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+ */
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+ public void glLinkProgram(int program);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glPixelStorei">Reference Page</a></p>
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+ * <p>
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+ * Sets the integer value of a pixel store parameter.
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+ *
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+ * @param pname the pixel store parameter to set.
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+ * @param param the parameter value
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+ */
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+ public void glPixelStorei(int pname, int param);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glPolygonOffset">Reference Page</a></p>
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+ * <p>
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+ * The depth values of all fragments generated by the rasterization of a polygon may be offset by a single value that is computed for that polygon. This
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+ * function determines that value.
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+ * <p>
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+ * <p>{@code factor} scales the maximum depth slope of the polygon, and {@code units} scales an implementation-dependent constant that relates to the usable
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+ * resolution of the depth buffer. The resulting values are summed to produce the polygon offset value.</p>
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+ *
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+ * @param factor the maximum depth slope factor.
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+ * @param units the constant scale.
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+ */
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+ public void glPolygonOffset(float factor, float units);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a></p>
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+ * <p>
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+ * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
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+ * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the
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+ * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
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+ * for those pixels are undefined. When {@link GLFbo#GL_READ_FRAMEBUFFER_BINDING_EXT READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
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+ * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
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+ *
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+ * @param x the left pixel coordinate
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+ * @param y the lower pixel coordinate
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+ * @param width the number of pixels to read in the x-dimension
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+ * @param height the number of pixels to read in the y-dimension
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+ * @param format the pixel format.
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+ * @param type the pixel type.
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+ * @param data a buffer in which to place the returned pixel data.
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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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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a></p>
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+ * <p>
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+ * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
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+ * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the
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+ * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
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+ * for those pixels are undefined. When {@link GLFbo#GL_READ_FRAMEBUFFER_BINDING_EXT READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
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+ * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
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+ *
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+ * @param x the left pixel coordinate
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+ * @param y the lower pixel coordinate
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+ * @param width the number of pixels to read in the x-dimension
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+ * @param height the number of pixels to read in the y-dimension
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+ * @param format the pixel format.
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+ * @param type the pixel type.
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+ * @param offset a buffer in which to place the returned pixel 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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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glScissor">Reference Page</a></p>
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+ * <p>
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+ * Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using {@link #glEnable Enable} or {@link #glDisable Disable}
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+ * with the symbolic constant {@link #GL_SCISSOR_TEST SCISSOR_TEST}. When disabled, it is as if the scissor test always passes. When enabled, if
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+ * left <= x<sub>w</sub> < left + width and bottom <= y<sub>w</sub> < bottom + height for the scissor rectangle, then the scissor
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+ * test passes. Otherwise, the test fails and the fragment is discarded.
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+ *
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+ * @param x the left scissor rectangle coordinate.
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+ * @param y the bottom scissor rectangle coordinate.
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+ * @param width the scissor rectangle width.
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+ * @param height the scissor rectangle height.
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+ */
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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 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 glStencilFuncSeparate(int face, int func, int ref, int mask);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glStencilOpSeparate">Reference Page</a></p>
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+ * <p>
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+ * Sets front and/or back stencil test actions.
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+ *
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+ * @param face whether front and/or back stencil state is updated. One of:<br><table><tr><td>{@link GL#GL_FRONT FRONT}</td><td>{@link GL#GL_BACK BACK}</td><td>{@link GL#GL_FRONT_AND_BACK FRONT_AND_BACK}</td></tr></table>
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+ * @param sfail the action to take when the stencil test fails. The initial value is GL_KEEP. One of:<br><table><tr><td>{@link GL#GL_KEEP KEEP}</td><td>{@link GL#GL_ZERO ZERO}</td><td>{@link GL#GL_REPLACE REPLACE}</td><td>{@link GL#GL_INCR INCR}</td><td>{@link GL#GL_INCR_WRAP INCR_WRAP}</td><td>{@link GL#GL_DECR DECR}</td><td>{@link GL#GL_DECR_WRAP DECR_WRAP}</td><td>{@link GL#GL_INVERT INVERT}</td></tr></table>
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+ * @param dpfail the stencil action when the stencil test passes, but the depth test fails. The initial value is GL_KEEP.
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+ * @param dppass the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth
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+ * testing is not enabled. The initial value is GL_KEEP.
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+ */
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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 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 glTexParameterf(int target, int pname, float param);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glTexParameteri">Reference Page</a></p>
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+ * <p>
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+ * Sets the integer value of a texture parameter, which controls how the texel array is treated when specified or changed, and when applied to a fragment.
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+ *
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+ * @param target the texture target.
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+ * @param pname the parameter to set.
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+ * @param param the parameter value.
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+ */
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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 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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+ public void glUniform1(int location, FloatBuffer value);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a single int uniform variable or a int uniform variable array for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
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+ */
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+ public void glUniform1(int location, IntBuffer value);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a float uniform variable for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param v0 the uniform value.
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+ */
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+ public void glUniform1f(int location, float v0);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of an int uniform variable for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param v0 the uniform value.
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+ */
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+ public void glUniform1i(int location, int v0);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
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+ */
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+ public void glUniform2(int location, IntBuffer value);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
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+ */
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+ public void glUniform2(int location, FloatBuffer value);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a vec2 uniform variable for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param v0 the uniform x value.
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+ * @param v1 the uniform y 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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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
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+ */
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+ public void glUniform3(int location, IntBuffer value);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
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+ */
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+ public void glUniform3(int location, FloatBuffer value);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a vec3 uniform variable for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param v0 the uniform x value.
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+ * @param v1 the uniform y value.
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+ * @param v2 the uniform z 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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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
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+ */
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+ public void glUniform4(int location, FloatBuffer value);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
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+ */
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+ public void glUniform4(int location, IntBuffer value);
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+
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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
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+ * <p>
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+ * Specifies the value of a vec4 uniform variable for the current program object.
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param v0 the uniform x value.
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+ * @param v1 the uniform y value.
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+ * @param v2 the uniform z value.
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+ * @param v3 the uniform w 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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+ /**
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+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
|
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+ * <p>
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+ * Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object.
|
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+ *
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+ * @param location the location of the uniform variable to be modified.
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+ * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable.
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+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
|
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|
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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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+
|
|
|
|
+ /**
|
|
|
|
+ * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
|
|
|
|
+ * <p>
|
|
|
|
+ * Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object.
|
|
|
|
+ *
|
|
|
|
+ * @param location the location of the uniform variable to be modified.
|
|
|
|
+ * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable.
|
|
|
|
+ * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
|
|
|
|
+ */
|
|
|
|
+ public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * <p><a target="_blank" href="http://docs.gl/gl4/glUseProgram">Reference Page</a></p>
|
|
|
|
+ * <p>
|
|
|
|
+ * Installs a program object as part of current rendering state.
|
|
|
|
+ *
|
|
|
|
+ * @param program the program object whose executables are to be used as part of current rendering state.
|
|
|
|
+ */
|
|
|
|
+ public void glUseProgram(int program);
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * <p><a target="_blank" href="http://docs.gl/gl4/glVertexAttribPointer">Reference Page</a></p>
|
|
|
|
+ * <p>
|
|
|
|
+ * Specifies the location and organization of a vertex attribute array.
|
|
|
|
+ *
|
|
|
|
+ * @param index the index of the generic vertex attribute to be modified
|
|
|
|
+ * @param size the number of values per vertex that are stored in the array.
|
|
|
|
+ * @param type the data type of each component in the array. The initial value is GL_FLOAT.
|
|
|
|
+ * @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed
|
|
|
|
+ * @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
|
|
|
|
+ * the array. The initial value is 0.
|
|
|
|
+ * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
|
|
|
|
+ * currently bound to the {@link GL#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
|
|
|
|
+ */
|
|
|
|
+ public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * <p><a target="_blank" href="http://docs.gl/gl4/glViewport">Reference Page</a></p>
|
|
|
|
+ * <p>
|
|
|
|
+ * Specifies the viewport transformation parameters for all viewports.
|
|
|
|
+ * <p>
|
|
|
|
+ * <p>In the initial state, {@code width} and {@code height} for each viewport are set to the width and height, respectively, of the window into which the GL is to do
|
|
|
|
+ * its rendering. If the default framebuffer is bound but no default framebuffer is associated with the GL context, then {@code width} and {@code height} are
|
|
|
|
+ * initially set to zero.</p>
|
|
|
|
+ *
|
|
|
|
+ * @param x the left viewport coordinate.
|
|
|
|
+ * @param y the bottom viewport coordinate.
|
|
|
|
+ * @param width the viewport width.
|
|
|
|
+ * @param height the viewport height.
|
|
|
|
+ */
|
|
|
|
+ public void glViewport(int x, int y, int width, int height);
|
|
}
|
|
}
|