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Java™ Binding for the OpenGL® API
/*
* 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
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community 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 LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of JogAmp Community.
*/
package javax.media.opengl.fixedfunc;
import java.nio.*;
import javax.media.opengl.GL;
/**
* Subset of OpenGL fixed function pipeline's matrix operations.
*/
public interface GLMatrixFunc {
public static final int GL_MATRIX_MODE = 0x0BA0;
/** Matrix mode modelview */
public static final int GL_MODELVIEW = 0x1700;
/** Matrix mode projection */
public static final int GL_PROJECTION = 0x1701;
// public static final int GL_TEXTURE = 0x1702; // Use GL.GL_TEXTURE due to ambiguous GL usage
/** Matrix access name for modelview */
public static final int GL_MODELVIEW_MATRIX = 0x0BA6;
/** Matrix access name for projection */
public static final int GL_PROJECTION_MATRIX = 0x0BA7;
/** Matrix access name for texture */
public static final int GL_TEXTURE_MATRIX = 0x0BA8;
/**
* Copy the named matrix into the given storage.
* @param pname {@link #GL_MODELVIEW_MATRIX}, {@link #GL_PROJECTION_MATRIX} or {@link #GL_TEXTURE_MATRIX}
* @param params the FloatBuffer's position remains unchanged,
* which is the same behavior than the native JOGL GL impl
*/
public void glGetFloatv(int pname, java.nio.FloatBuffer params);
/**
* Copy the named matrix to the given storage at offset.
* @param pname {@link #GL_MODELVIEW_MATRIX}, {@link #GL_PROJECTION_MATRIX} or {@link #GL_TEXTURE_MATRIX}
* @param params storage
* @param params_offset storage offset
*/
public void glGetFloatv(int pname, float[] params, int params_offset);
/**
* glGetIntegerv
* @param pname {@link #GL_MATRIX_MODE} to receive the current matrix mode
* @param params the FloatBuffer's position remains unchanged
* which is the same behavior than the native JOGL GL impl
*/
public void glGetIntegerv(int pname, IntBuffer params);
public void glGetIntegerv(int pname, int[] params, int params_offset);
/**
* Sets the current matrix mode.
* @param mode {@link #GL_MODELVIEW}, {@link #GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}.
*/
public void glMatrixMode(int mode) ;
/**
* Push the current matrix to it's stack, while preserving it's values.
*
* There exist one stack per matrix mode, i.e. {@link #GL_MODELVIEW}, {@link #GL_PROJECTION} and {@link GL#GL_TEXTURE GL_TEXTURE}.
*
*/
public void glPushMatrix();
/**
* Pop the current matrix from it's stack.
* @see #glPushMatrix()
*/
public void glPopMatrix();
/**
* Load the current matrix with the identity matrix
*/
public void glLoadIdentity() ;
/**
* Load the current matrix w/ the provided one.
* @param params the FloatBuffer's position remains unchanged,
* which is the same behavior than the native JOGL GL impl
*/
public void glLoadMatrixf(java.nio.FloatBuffer m) ;
/**
* Load the current matrix w/ the provided one.
*/
public void glLoadMatrixf(float[] m, int m_offset);
/**
* Multiply the current matrix
* @param m the FloatBuffer's position remains unchanged,
* which is the same behavior than the native JOGL GL impl
*/
public void glMultMatrixf(java.nio.FloatBuffer m) ;
/**
* Multiply the current matrix
*/
public void glMultMatrixf(float[] m, int m_offset);
/**
* Translate the current matrix.
*/
public void glTranslatef(float x, float y, float z) ;
/**
* Rotate the current matrix.
*/
public void glRotatef(float angle, float x, float y, float z);
/**
* Scale the current matrix.
*/
public void glScalef(float x, float y, float z) ;
/**
* {@link #glMultMatrixf(FloatBuffer) Multiply} the current matrix with the orthogonal matrix.
*/
public void glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) ;
/**
* {@link #glMultMatrixf(FloatBuffer) Multiply} the current matrix with the frustum matrix.
*/
public void glFrustumf(float left, float right, float bottom, float top, float zNear, float zFar);
}