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/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.renderer.opengl;
import java.nio.IntBuffer;
/**
* GL functions only available on vanilla desktop OpenGL 3.0+.
*
* @author Kirill Vainer
*/
public interface GL3 extends GL2 {
public static final int GL_DEPTH_STENCIL_ATTACHMENT = 0x821A;
public static final int GL_GEOMETRY_SHADER = 0x8DD9;
public static final int GL_NUM_EXTENSIONS = 0x821D;
public static final int GL_R8 = 0x8229;
public static final int GL_R16F = 0x822D;
public static final int GL_R32F = 0x822E;
public static final int GL_RG16F = 0x822F;
public static final int GL_RG32F = 0x8230;
public static final int GL_RG = 0x8227;
public static final int GL_RG8 = 0x822B;
public static final int GL_TEXTURE_SWIZZLE_A = 0x8E45;
public static final int GL_TEXTURE_SWIZZLE_B = 0x8E44;
public static final int GL_TEXTURE_SWIZZLE_G = 0x8E43;
public static final int GL_TEXTURE_SWIZZLE_R = 0x8E42;
public static final int GL_COMPRESSED_RED_RGTC1 = 0x8DBB;
public static final int GL_COMPRESSED_SIGNED_RED_RGTC1 = 0x8DBC;
public static final int GL_COMPRESSED_RG_RGTC2 = 0x8DBD;
public static final int GL_COMPRESSED_SIGNED_RG_RGTC2 = 0x8DBE;
public static final int GL_R8I = 33329;
public static final int GL_R8UI = 33330;
public static final int GL_R16I = 33331;
public static final int GL_R16UI = 33332;
public static final int GL_R32I = 33333;
public static final int GL_R32UI = 33334;
public static final int GL_RG8I = 33335;
public static final int GL_RG8UI = 33336;
public static final int GL_RG16I = 33337;
public static final int GL_RG16UI = 33338;
public static final int GL_RG32I = 33339;
public static final int GL_RG32UI = 33340;
public static final int GL_RGBA32UI = 36208;
public static final int GL_RGB32UI = 36209;
public static final int GL_RGBA16UI = 36214;
public static final int GL_RGB16UI = 36215;
public static final int GL_RGBA8UI = 36220;
public static final int GL_RGB8UI = 36221;
public static final int GL_RGBA32I = 36226;
public static final int GL_RGB32I = 36227;
public static final int GL_RGBA16I = 36232;
public static final int GL_RGB16I = 36233;
public static final int GL_RGBA8I = 36238;
public static final int GL_RGB8I = 36239;
public static final int GL_RED_INTEGER = 36244;
public static final int GL_RG_INTEGER = 33320;
public static final int GL_RGB_INTEGER = 36248;
public static final int GL_RGBA_INTEGER = 36249;
public static final int GL_UNIFORM_OFFSET = 0x8A3B;
/**
* Accepted by the {@code target} parameters of BindBuffer, BufferData, BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData, and GetBufferPointerv.
*/
public static final int GL_UNIFORM_BUFFER = 0x8A11;
/**
* Accepted by the {@code pname} parameter of GetActiveUniformBlockiv.
*/
public static final int GL_UNIFORM_BLOCK_BINDING = 0x8A3F;
public static final int GL_UNIFORM_BLOCK_DATA_SIZE = 0x8A40;
public static final int GL_UNIFORM_BLOCK_NAME_LENGTH = 0x8A41;
public static final int GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42;
public static final int GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43;
public static final int GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44;
public static final int GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = 0x8A45;
public static final int GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46;
/**
* Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
* GetFloatv, and GetDoublev:
*/
public static final int GL_MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B;
public static final int GL_MAX_GEOMETRY_UNIFORM_BLOCKS = 0x8A2C;
public static final int GL_MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D;
public static final int GL_MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E;
public static final int GL_MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F;
public static final int GL_MAX_UNIFORM_BLOCK_SIZE = 0x8A30;
public static final int GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31;
public static final int GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = 0x8A32;
public static final int GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33;
public static final int GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34;
/**
* Accepted by the {@code target} parameters of BindBuffer, BufferData, BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData, GetBufferPointerv,
* BindBufferRange, BindBufferOffset and BindBufferBase.
*/
public static final int GL_TRANSFORM_FEEDBACK_BUFFER = 0x8C8E;
public static final int GL_FRAMEBUFFER = 0x8D40;
public static final int GL_READ_FRAMEBUFFER = 0x8CA8;
public static final int GL_DRAW_FRAMEBUFFER = 0x8CA9;
/**
*
*
* Binds a user-defined varying out variable to a fragment shader color number.
*
* @param program the name of the program containing varying out variable whose binding to modify.
* @param colorNumber the color number to bind the user-defined varying out variable to.
* @param name the name of the user-defined varying out variable whose binding to modify.
*/
public void glBindFragDataLocation(int program, int colorNumber, String name); /// GL3+
/**
*
*
* Binds a vertex array object
*
* @param array the name of the vertex array to bind.
*/
public void glBindVertexArray(int array); /// GL3+
/**
* Deletes vertex array objects.
*
* @param arrays an array containing the n names of the objects to be deleted.
*/
public void glDeleteVertexArrays(IntBuffer arrays); /// GL3+
/**
*
*
* Generates vertex array object names.
*
* @param arrays a buffer in which the generated vertex array object names are stored.
*/
public void glGenVertexArrays(IntBuffer arrays); /// GL3+
/**
*
*
* Queries indexed string state.
*
* @param name the indexed state to query. One of:
* {@link GL#GL_EXTENSIONS EXTENSIONS}
* {@link GL2#GL_SHADING_LANGUAGE_VERSION SHADING_LANGUAGE_VERSION}
* @param index the index of the particular element being queried.
* @return the value of the string state
*/
public String glGetString(int name, int index); /// GL3+
/**
*
*
* Retrieves the index of a named uniform block.
*
* @param program the name of a program containing the uniform block.
* @param uniformBlockName an array of characters to containing the name of the uniform block whose index to retrieve.
* @return the block index.
*/
public int glGetUniformBlockIndex(int program, String uniformBlockName);
/**
*
*
* Binds a buffer object to an indexed buffer target.
*
* @param target the target of the bind operation. One of:
* {@link #GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER}
* {@link #GL_UNIFORM_BUFFER UNIFORM_BUFFER}
* {@link GL4#GL_ATOMIC_COUNTER_BUFFER ATOMIC_COUNTER_BUFFER}
* {@link GL4#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER}
* @param index the index of the binding point within the array specified by {@code target}
* @param buffer a buffer object to bind to the specified binding point
*/
public void glBindBufferBase(int target, int index, int buffer);
/**
* Binding points for active uniform blocks are assigned using glUniformBlockBinding. Each of a program's active
* uniform blocks has a corresponding uniform buffer binding point. program is the name of a program object for
* which the command glLinkProgram has been issued in the past.
*
* If successful, glUniformBlockBinding specifies that program will use the data store of the buffer object bound
* to the binding point uniformBlockBinding to extract the values of the uniforms in the uniform block identified
* by uniformBlockIndex.
*
* When a program object is linked or re-linked, the uniform buffer object binding point assigned to each of its
* active uniform blocks is reset to zero.
*
* @param program The name of a program object containing the active uniform block whose binding to
* assign.
* @param uniformBlockIndex The index of the active uniform block within program whose binding to assign.
* @param uniformBlockBinding Specifies the binding point to which to bind the uniform block with index
* uniformBlockIndex within program.
*/
public void glUniformBlockBinding(int program, int uniformBlockIndex, int uniformBlockBinding);
}