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/**
 * Copyright 2009 Sun Microsystems, Inc. All Rights Reserved.
 * Copyright 2010 JogAmp Community. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *
 *    1. Redistributions of source code must retain the above copyright notice, this list of
 *       conditions and the following disclaimer.
 *
 *    2. 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.
 *
 * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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package javax.media.opengl;

/**
 * 

The base interface from which all GL profiles derive, providing * checked conversion down to concrete profiles, access to the * OpenGL context associated with the GL and extension/function * availability queries as described below.

* *

While the APIs for vendor extensions are unconditionally * exposed, the underlying functions may not be present. The method * {@link #isFunctionAvailable} should be used to query the * availability of any non-core function before it is used for the * first time; for example, * gl.isFunctionAvailable("glProgramStringARB"). On * certain platforms (Windows in particular), the most "core" * functionality is only OpenGL 1.1, so in theory any routines first * exposed in OpenGL 1.2, 1.3, and 1.4, 1.5, or 2.0 as well as vendor * extensions should all be queried. Calling an unavailable function * will cause a {@link GLException} to be raised.

* * {@link #isExtensionAvailable} may also be used to determine whether * a specific extension is available before calling the routines or * using the functionality it exposes: for example, * gl.isExtensionAvailable("GL_ARB_vertex_program");. * However, in this case it is up to the end user to know which * routines or functionality are associated with which OpenGL * extensions. It may also be used to test for the availability of a * particular version of OpenGL: for example, * gl.isExtensionAvailable("GL_VERSION_1_5");. * *

Exceptions to the window system extension naming rules: * *

    * *
  • The memory allocators for the NVidia vertex_array_range (VAR) * extension, in particular wglAllocateMemoryNV / * glXAllocateMemoryNV and associated routines. {@link * #glAllocateMemoryNV} has been provided for window system-independent * access to VAR. {@link #isFunctionAvailable} will translate an argument * of "glAllocateMemoryNV" or "glFreeMemoryNV" into the appropriate * window system-specific name.

    * *
  • WGL_ARB_pbuffer, WGL_ARB_pixel_format, and other * platform-specific pbuffer functionality; the availability of * pbuffers can be queried on Windows, X11 and Mac OS X platforms by * querying {@link #isExtensionAvailable} with an argument of * "GL_ARB_pbuffer" or "GL_ARB_pixel_format". * *

* */ public interface GLBase { /** * Indicates whether this GL object conforms to any of the OpenGL profiles. */ public boolean isGL(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 4.0 compatibility profile. * The GL4 compatibility profile includes the GL2, GL2ES1, GL2ES2, GL3, GL3bc and GL4 profile. * @see GLContext#isGL4bc() */ public boolean isGL4bc(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 4.0 core profile. * The GL4 core profile includes the GL2ES2, and GL3 profile. * @see GLContext#isGL4() */ public boolean isGL4(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 3.1 compatibility profile. * The GL3 compatibility profile includes the GL2, GL2ES1, GL2ES2 and GL3 profile. * @see GLContext#isGL3bc() */ public boolean isGL3bc(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 3.1 core profile. * The GL3 core profile includes the GL2ES2 profile. * @see GLContext#isGL3() */ public boolean isGL3(); /** * Indicates whether this GL object conforms to the OpenGL ≤ 3.0 profile. * The GL2 profile includes the GL2ES1 and GL2ES2 profile. * @see GLContext#isGL2() */ public boolean isGL2(); /** * Indicates whether this GL object conforms to the OpenGL ES1 ≥ 1.0 profile. * @see GLContext#isGLES1() */ public boolean isGLES1(); /** * Indicates whether this GL object conforms to the OpenGL ES2 ≥ 2.0 profile. *

* Remark: ES2 compatible desktop profiles are not included. * To query whether core ES2 functionality is provided, use {@link #isGLES2Compatible()}. *

* @see #isGLES2Compatible() * @see GLContext#isGLES2() */ public boolean isGLES2(); /** * Indicates whether this GL object conforms to the OpenGL ES2 ≥ 3.0 profile. *

* Remark: ES3 compatible desktop profiles are not included. * To query whether core ES3 functionality is provided, use {@link #isGLES3Compatible()}. *

* @see #isGLES3Compatible() * @see GLContext#isGLES3() */ public boolean isGLES3(); /** * Indicates whether this GL object conforms to one of the OpenGL ES profiles, * see {@link #isGLES1()} and {@link #isGLES2()}. * @see GLContext#isGLES() */ public boolean isGLES(); /** * Indicates whether this GL object conforms to a GL2ES1 compatible profile. * @see GLContext#isGL2ES1() */ public boolean isGL2ES1(); /** * Indicates whether this GL object conforms to a GL2ES2 compatible profile. * @see GLContext#isGL2ES2() */ public boolean isGL2ES2(); /** * Indicates whether this GL object conforms to a either a GL2GL3 or GL3ES3 compatible profile. * @see GLContext#isGL2ES3() */ public boolean isGL2ES3(); /** * Indicates whether this GL object conforms to a GL3ES3 compatible profile. * @see GLContext#isGL3ES3() */ public boolean isGL3ES3(); /** * Returns true if this GL object conforms to a GL4ES3 compatible profile, i.e. if {@link #isGLES3Compatible()} returns true. *

Includes [ GL ≥ 4.3, GL ≥ 3.1 w/ GL_ARB_ES3_compatibility and GLES3 ]

* @see GLContext#isGL4ES3() */ public boolean isGL4ES3(); /** * Indicates whether this GL object conforms to a GL2GL3 compatible profile. * @see GLContext#isGL2GL3() */ public boolean isGL2GL3(); /** * Indicates whether this GL object uses a GL4 core profile.

Includes [ GL4 ].

* @see GLContext#isGL4core() */ public boolean isGL4core(); /** * Indicates whether this GL object uses a GL3 core profile.

Includes [ GL4, GL3 ].

* @see GLContext#isGL3core() */ public boolean isGL3core(); /** * Indicates whether this GL object uses a GL core profile.

Includes [ GL4, GL3, GLES3, GL2ES2 ].

* @see GLContext#isGLcore() */ public boolean isGLcore(); /** * Indicates whether this GL object is compatible with the core OpenGL ES2 functionality. * @return true if this context is an ES2 context or implements * the extension GL_ARB_ES2_compatibility, otherwise false * @see GLContext#isGLES2Compatible() */ public boolean isGLES2Compatible(); /** * Indicates whether this GL object is compatible with the core OpenGL ES3 functionality. *

* Return true if the underlying context is an ES3 context or implements * the extension GL_ARB_ES3_compatibility, otherwise false. *

*

* Includes [ GL ≥ 4.3, GL ≥ 3.1 w/ GL_ARB_ES3_compatibility and GLES3 ] *

* @see GLContext#isGLES3Compatible() */ public boolean isGLES3Compatible(); /** * Indicates whether this GL object supports GLSL. * @see GLContext#hasGLSL() */ public boolean hasGLSL(); /** * Returns the downstream GL instance in case this is a wrapping pipeline, otherwise null. *

* See {@link #getRootGL()} for retrieving the implementing root instance. *

* @throws GLException if the downstream instance is not null and not a GL implementation * @see #getRootGL() */ public GL getDownstreamGL() throws GLException; /** * Returns the implementing root instance, considering a wrapped pipelined hierarchy, see {@link #getDownstreamGL()}. *

* If this instance is not a wrapping pipeline, i.e. has no downstream instance, * this instance is returned. *

* @throws GLException if the root instance is not a GL implementation */ public GL getRootGL() throws GLException; /** * Casts this object to the GL interface. * @throws GLException if this object is not a GL implementation */ public GL getGL() throws GLException; /** * Casts this object to the GL4bc interface. * @throws GLException if this object is not a GL4bc implementation */ public GL4bc getGL4bc() throws GLException; /** * Casts this object to the GL4 interface. * @throws GLException if this object is not a GL4 implementation */ public GL4 getGL4() throws GLException; /** * Casts this object to the GL3bc interface. * @throws GLException if this object is not a GL3bc implementation */ public GL3bc getGL3bc() throws GLException; /** * Casts this object to the GL3 interface. * @throws GLException if this object is not a GL3 implementation */ public GL3 getGL3() throws GLException; /** * Casts this object to the GL2 interface. * @throws GLException if this object is not a GL2 implementation */ public GL2 getGL2() throws GLException; /** * Casts this object to the GLES1 interface. * @throws GLException if this object is not a GLES1 implementation */ public GLES1 getGLES1() throws GLException; /** * Casts this object to the GLES2 interface. * @throws GLException if this object is not a GLES2 implementation */ public GLES2 getGLES2() throws GLException; /** * Casts this object to the GLES3 interface. * @throws GLException if this object is not a GLES3 implementation */ public GLES3 getGLES3() throws GLException; /** * Casts this object to the GL2ES1 interface. * @throws GLException if this object is not a GL2ES1 implementation */ public GL2ES1 getGL2ES1() throws GLException; /** * Casts this object to the GL2ES2 interface. * @throws GLException if this object is not a GL2ES2 implementation */ public GL2ES2 getGL2ES2() throws GLException; /** * Casts this object to the GL2ES3 interface. * @throws GLException if this object is not a GL2ES3 implementation */ public GL2ES3 getGL2ES3() throws GLException; /** * Casts this object to the GL3ES3 interface. * @throws GLException if this object is not a GL3ES3 implementation */ public GL3ES3 getGL3ES3() throws GLException; /** * Casts this object to the GL4ES3 interface. * @throws GLException if this object is not a GL4ES3 implementation */ public GL4ES3 getGL4ES3() throws GLException; /** * Casts this object to the GL2GL3 interface. * @throws GLException if this object is not a GL2GL3 implementation */ public GL2GL3 getGL2GL3() throws GLException; /** * Returns the GLProfile associated with this GL object. */ public GLProfile getGLProfile(); /** * Returns the GLContext associated which this GL object. */ public GLContext getContext(); /** * Returns true if the specified OpenGL core- or extension-function can be * used successfully through this GL instance given the current host (OpenGL * client) and display (OpenGL server) configuration.

* By "successfully" we mean that the function is both callable * on the machine running the program and available on the current * display.

* * In order to call a function successfully, the function must be both * callable on the machine running the program and available on * the display device that is rendering the output (note: on non-networked, * single-display machines these two conditions are identical; on networked and/or * multi-display machines this becomes more complicated). These conditions are * met if the function is either part of the core OpenGL version supported by * both the host and display, or it is an OpenGL extension function that both * the host and display support.

* * A GL function is callable if it is successfully linked at runtime, * hence the GLContext must be made current at least once. * * @param glFunctionName the name of the OpenGL function (e.g., use * "glBindRenderbufferEXT" or "glBindRenderbuffer" to check if {@link * GL#glBindRenderbuffer(int,int)} is available). */ public boolean isFunctionAvailable(String glFunctionName); /** * Returns true if the specified OpenGL extension can be * used successfully through this GL instance given the current host (OpenGL * client) and display (OpenGL server) configuration.

* * @param glExtensionName the name of the OpenGL extension (e.g., * "GL_ARB_vertex_program"). */ public boolean isExtensionAvailable(String glExtensionName); /** * Returns true if basic FBO support is available, otherwise false. *

* Basic FBO is supported if the context is either GL-ES >= 2.0, GL >= core 3.0 or implements the extensions * GL_ARB_ES2_compatibility, GL_ARB_framebuffer_object, GL_EXT_framebuffer_object or GL_OES_framebuffer_object. *

*

* Basic FBO support may only include one color attachment and no multisampling, * as well as limited internal formats for renderbuffer. *

* @see GLContext#hasBasicFBOSupport() */ public boolean hasBasicFBOSupport(); /** * Returns true if full FBO support is available, otherwise false. *

* Full FBO is supported if the context is either GL >= core 3.0 or implements the extensions * ARB_framebuffer_object, or all of * EXT_framebuffer_object, EXT_framebuffer_multisample, * EXT_framebuffer_blit, GL_EXT_packed_depth_stencil. *

*

* Full FBO support includes multiple color attachments and multisampling. *

* @see GLContext#hasFullFBOSupport() */ public boolean hasFullFBOSupport(); /** * Returns the maximum number of FBO RENDERBUFFER samples * if {@link #hasFullFBOSupport() full FBO is supported}, otherwise false. * @see GLContext#getMaxRenderbufferSamples() */ public int getMaxRenderbufferSamples(); /** * Returns true if the GL context supports non power of two (NPOT) textures, * otherwise false. *

* NPOT textures are supported in OpenGL >= 3, GLES2 or if the * 'GL_ARB_texture_non_power_of_two' extension is available. *

*/ public boolean isNPOTTextureAvailable(); public boolean isTextureFormatBGRA8888Available(); /** Provides a platform-independent way to specify the minimum swap interval for buffer swaps. An argument of 0 disables sync-to-vertical-refresh completely, while an argument of 1 causes the application to wait until the next vertical refresh until swapping buffers. The default, which is platform-specific, is usually either 0 or 1. This function is not guaranteed to have an effect, and in particular only affects heavyweight onscreen components. @see #getSwapInterval @throws GLException if this context is not the current */ public void setSwapInterval(int interval); /** Provides a platform-independent way to get the swap interval set by {@link #setSwapInterval}.
If the interval is not set by {@link #setSwapInterval} yet, -1 is returned, indicating that the platforms default is being used. @see #setSwapInterval */ public int getSwapInterval(); /** * Returns an object through which platform-specific OpenGL extensions * (EGL, GLX, WGL, etc.) may be accessed. The data type of the returned * object and its associated capabilities are undefined. Most * applications will never need to call this method. It is highly * recommended that any applications which do call this method perform * all accesses on the returned object reflectively to guard * themselves against changes to the implementation. */ public Object getPlatformGLExtensions(); /** * Returns an object providing access to the specified OpenGL * extension. This is intended to provide a mechanism for vendors who * wish to provide access to new OpenGL extensions without changing * the public API of the core package. For example, a user may request * access to extension "GL_VENDOR_foo" and receive back an object * which implements a vendor-specified interface which can call the * OpenGL extension functions corresponding to that extension. It is * up to the vendor to specify both the extension name and Java API * for accessing it, including which class or interface contains the * functions. * *

* * Note: it is the intent to add new extensions as quickly as possible * to the core GL API. Therefore it is unlikely that most vendors will * use this extension mechanism, but it is being provided for * completeness. */ public Object getExtension(String extensionName); /** Aliased entrypoint of void {@native glClearDepth}(GLclampd depth); and void {@native glClearDepthf}(GLclampf depth); . */ public void glClearDepth( double depth ); /** Aliased entrypoint of void {@native glDepthRange}(GLclampd depth); and void {@native glDepthRangef}(GLclampf depth); . */ public void glDepthRange(double zNear, double zFar); /** * @param target a GL buffer (VBO) target as used in {@link GL#glBindBuffer(int, int)}, ie {@link GL#GL_ELEMENT_ARRAY_BUFFER}, {@link GL#GL_ARRAY_BUFFER}, .. * @return the GL buffer (VBO) name bound to a target via {@link GL#glBindBuffer(int, int)} or 0 if unbound. */ public int glGetBoundBuffer(int target); /** * @param buffer a GL buffer name, generated with {@link GL#glGenBuffers(int, int[], int)} and used in {@link GL#glBindBuffer(int, int)}, {@link GL#glBufferData(int, long, java.nio.Buffer, int)} or {@link GL2#glNamedBufferDataEXT(int, long, java.nio.Buffer, int)} for example. * @return the size of the given GL buffer */ public long glGetBufferSize(int buffer); /** * @return true if a VBO is bound to {@link GL#GL_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false */ public boolean glIsVBOArrayBound(); /** * @return true if a VBO is bound to {@link GL#GL_ELEMENT_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false */ public boolean glIsVBOElementArrayBound(); /** * Return the framebuffer name bound to this context, * see {@link GL#glBindFramebuffer(int, int)}. */ public int getBoundFramebuffer(int target); /** * Return the default draw framebuffer name. *

* May differ from it's default zero * in case an framebuffer object ({@link com.jogamp.opengl.FBObject}) based drawable * is being used. *

*/ public int getDefaultDrawFramebuffer(); /** * Return the default read framebuffer name. *

* May differ from it's default zero * in case an framebuffer object ({@link com.jogamp.opengl.FBObject}) based drawable * is being used. *

*/ public int getDefaultReadFramebuffer(); /** * Returns the default color buffer within the current bound * {@link #getDefaultReadFramebuffer()}, i.e. GL_READ_FRAMEBUFFER, * which will be used as the source for pixel reading commands, * like {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer)} etc. *

* For offscreen framebuffer objects this is {@link GL#GL_COLOR_ATTACHMENT0}, * otherwise this is {@link GL#GL_FRONT} for single buffer configurations * and {@link GL#GL_BACK} for double buffer configurations. *

*/ public int getDefaultReadBuffer(); }




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