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LWJGL OSGi bundle (OpenGL bindings)
/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
* MACHINE GENERATED FILE, DO NOT EDIT
*/
package org.lwjgl.opengl;
import java.nio.*;
import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryUtil.*;
/**
* The core OpenGL 2.1 functionality. OpenGL 2.1 implementations must support at least revision 1.20 of the OpenGL Shading Language.
*
* Extensions promoted to core in this release:
*
*
*/
public class GL21 {
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */
public static final int GL_CURRENT_RASTER_SECONDARY_COLOR = 0x845F;
/** Returned by the {@code type} parameter of GetActiveUniform. */
public static final int
GL_FLOAT_MAT2x3 = 0x8B65,
GL_FLOAT_MAT2x4 = 0x8B66,
GL_FLOAT_MAT3x2 = 0x8B67,
GL_FLOAT_MAT3x4 = 0x8B68,
GL_FLOAT_MAT4x2 = 0x8B69,
GL_FLOAT_MAT4x3 = 0x8B6A;
/**
* Accepted by the {@code target} parameters of BindBuffer, BufferData, BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData, GetBufferParameteriv, and
* GetBufferPointerv.
*/
public static final int
GL_PIXEL_PACK_BUFFER = 0x88EB,
GL_PIXEL_UNPACK_BUFFER = 0x88EC;
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */
public static final int
GL_PIXEL_PACK_BUFFER_BINDING = 0x88ED,
GL_PIXEL_UNPACK_BUFFER_BINDING = 0x88EF;
/** Accepted by the {@code internalformat} parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, CopyTexImage2D. */
public static final int
GL_SRGB = 0x8C40,
GL_SRGB8 = 0x8C41,
GL_SRGB_ALPHA = 0x8C42,
GL_SRGB8_ALPHA8 = 0x8C43,
GL_SLUMINANCE_ALPHA = 0x8C44,
GL_SLUMINANCE8_ALPHA8 = 0x8C45,
GL_SLUMINANCE = 0x8C46,
GL_SLUMINANCE8 = 0x8C47,
GL_COMPRESSED_SRGB = 0x8C48,
GL_COMPRESSED_SRGB_ALPHA = 0x8C49,
GL_COMPRESSED_SLUMINANCE = 0x8C4A,
GL_COMPRESSED_SLUMINANCE_ALPHA = 0x8C4B;
static { GL.initialize(); }
protected GL21() {
throw new UnsupportedOperationException();
}
static boolean isAvailable(GLCapabilities caps) {
return checkFunctions(
caps.glUniformMatrix2x3fv, caps.glUniformMatrix3x2fv, caps.glUniformMatrix2x4fv, caps.glUniformMatrix4x2fv, caps.glUniformMatrix3x4fv,
caps.glUniformMatrix4x3fv
);
}
// --- [ glUniformMatrix2x3fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix2x3fv UniformMatrix2x3fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglUniformMatrix2x3fv(int location, int count, boolean transpose, long value);
/**
*
*
* Specifies the value of a single mat2x3 uniform variable or a mat2x3 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 static void glUniformMatrix2x3fv(int location, boolean transpose, FloatBuffer value) {
nglUniformMatrix2x3fv(location, value.remaining() / 6, transpose, memAddress(value));
}
// --- [ glUniformMatrix3x2fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix3x2fv UniformMatrix3x2fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglUniformMatrix3x2fv(int location, int count, boolean transpose, long value);
/**
*
*
* Specifies the value of a single mat3x2 uniform variable or a mat3x2 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 static void glUniformMatrix3x2fv(int location, boolean transpose, FloatBuffer value) {
nglUniformMatrix3x2fv(location, value.remaining() / 6, transpose, memAddress(value));
}
// --- [ glUniformMatrix2x4fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix2x4fv UniformMatrix2x4fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglUniformMatrix2x4fv(int location, int count, boolean transpose, long value);
/**
*
*
* Specifies the value of a single mat2x4 uniform variable or a mat2x4 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 static void glUniformMatrix2x4fv(int location, boolean transpose, FloatBuffer value) {
nglUniformMatrix2x4fv(location, value.remaining() >> 3, transpose, memAddress(value));
}
// --- [ glUniformMatrix4x2fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix4x2fv UniformMatrix4x2fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglUniformMatrix4x2fv(int location, int count, boolean transpose, long value);
/**
*
*
* Specifies the value of a single mat4x2 uniform variable or a mat4x2 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 static void glUniformMatrix4x2fv(int location, boolean transpose, FloatBuffer value) {
nglUniformMatrix4x2fv(location, value.remaining() >> 3, transpose, memAddress(value));
}
// --- [ glUniformMatrix3x4fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix3x4fv UniformMatrix3x4fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglUniformMatrix3x4fv(int location, int count, boolean transpose, long value);
/**
*
*
* Specifies the value of a single mat3x4 uniform variable or a mat3x4 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 static void glUniformMatrix3x4fv(int location, boolean transpose, FloatBuffer value) {
nglUniformMatrix3x4fv(location, value.remaining() / 12, transpose, memAddress(value));
}
// --- [ glUniformMatrix4x3fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix4x3fv UniformMatrix4x3fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglUniformMatrix4x3fv(int location, int count, boolean transpose, long value);
/**
*
*
* Specifies the value of a single mat4x3 uniform variable or a mat4x3 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 static void glUniformMatrix4x3fv(int location, boolean transpose, FloatBuffer value) {
nglUniformMatrix4x3fv(location, value.remaining() / 12, transpose, memAddress(value));
}
/**
*
*
* Array version of: {@link #glUniformMatrix2x3fv UniformMatrix2x3fv}
*/
public static void glUniformMatrix2x3fv(int location, boolean transpose, float[] value) {
long __functionAddress = GL.getICD().glUniformMatrix2x3fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, location, value.length / 6, transpose, value);
}
/**
*
*
* Array version of: {@link #glUniformMatrix3x2fv UniformMatrix3x2fv}
*/
public static void glUniformMatrix3x2fv(int location, boolean transpose, float[] value) {
long __functionAddress = GL.getICD().glUniformMatrix3x2fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, location, value.length / 6, transpose, value);
}
/**
*
*
* Array version of: {@link #glUniformMatrix2x4fv UniformMatrix2x4fv}
*/
public static void glUniformMatrix2x4fv(int location, boolean transpose, float[] value) {
long __functionAddress = GL.getICD().glUniformMatrix2x4fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, location, value.length >> 3, transpose, value);
}
/**
*
*
* Array version of: {@link #glUniformMatrix4x2fv UniformMatrix4x2fv}
*/
public static void glUniformMatrix4x2fv(int location, boolean transpose, float[] value) {
long __functionAddress = GL.getICD().glUniformMatrix4x2fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, location, value.length >> 3, transpose, value);
}
/**
*
*
* Array version of: {@link #glUniformMatrix3x4fv UniformMatrix3x4fv}
*/
public static void glUniformMatrix3x4fv(int location, boolean transpose, float[] value) {
long __functionAddress = GL.getICD().glUniformMatrix3x4fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, location, value.length / 12, transpose, value);
}
/**
*
*
* Array version of: {@link #glUniformMatrix4x3fv UniformMatrix4x3fv}
*/
public static void glUniformMatrix4x3fv(int location, boolean transpose, float[] value) {
long __functionAddress = GL.getICD().glUniformMatrix4x3fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, location, value.length / 12, transpose, value);
}
}