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/*
 * 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); /** *

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* * 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); /** *

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* * 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); /** *

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* * 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); /** *

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* * 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); /** *

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* * 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); /** *

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* * 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)); } /** *

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* * 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); } /** *

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* * 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); } /** *

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* * 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); } /** *

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* * 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); } /** *

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* * 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); } /** *

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* * 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); } }




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