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The most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms.

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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 javax.annotation.*;

import java.nio.*;

import org.lwjgl.*;

import org.lwjgl.system.*;

/**
 * The OpenGL functionality up to version 2.0. Includes the deprecated symbols of the Compatibility Profile.
 * 
 * 

Extensions promoted to core in this release:

* * */ public class GL20 extends GL15 { static { GL.initialize(); } /** Accepted by the {@code name} parameter of GetString. */ public static final int GL_SHADING_LANGUAGE_VERSION = 0x8B8C; /** Accepted by the {@code pname} parameter of GetInteger. */ public static final int GL_CURRENT_PROGRAM = 0x8B8D; /** Accepted by the {@code pname} parameter of GetShaderiv. */ public static final int GL_SHADER_TYPE = 0x8B4F, GL_DELETE_STATUS = 0x8B80, GL_COMPILE_STATUS = 0x8B81, GL_LINK_STATUS = 0x8B82, GL_VALIDATE_STATUS = 0x8B83, GL_INFO_LOG_LENGTH = 0x8B84, GL_ATTACHED_SHADERS = 0x8B85, GL_ACTIVE_UNIFORMS = 0x8B86, GL_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87, GL_ACTIVE_ATTRIBUTES = 0x8B89, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A, GL_SHADER_SOURCE_LENGTH = 0x8B88; /** Returned by the {@code type} parameter of GetActiveUniform. */ public static final int GL_FLOAT_VEC2 = 0x8B50, GL_FLOAT_VEC3 = 0x8B51, GL_FLOAT_VEC4 = 0x8B52, GL_INT_VEC2 = 0x8B53, GL_INT_VEC3 = 0x8B54, GL_INT_VEC4 = 0x8B55, GL_BOOL = 0x8B56, GL_BOOL_VEC2 = 0x8B57, GL_BOOL_VEC3 = 0x8B58, GL_BOOL_VEC4 = 0x8B59, GL_FLOAT_MAT2 = 0x8B5A, GL_FLOAT_MAT3 = 0x8B5B, GL_FLOAT_MAT4 = 0x8B5C, GL_SAMPLER_1D = 0x8B5D, GL_SAMPLER_2D = 0x8B5E, GL_SAMPLER_3D = 0x8B5F, GL_SAMPLER_CUBE = 0x8B60, GL_SAMPLER_1D_SHADOW = 0x8B61, GL_SAMPLER_2D_SHADOW = 0x8B62; /** Accepted by the {@code type} argument of CreateShader and returned by the {@code params} parameter of GetShaderiv. */ public static final int GL_VERTEX_SHADER = 0x8B31; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A, GL_MAX_VARYING_FLOATS = 0x8B4B, GL_MAX_VERTEX_ATTRIBS = 0x8869, GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872, GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C, GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D, GL_MAX_TEXTURE_COORDS = 0x8871; /** * Accepted by the {@code cap} parameter of Disable, Enable, and IsEnabled, and by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetDoublev. */ public static final int GL_VERTEX_PROGRAM_POINT_SIZE = 0x8642, GL_VERTEX_PROGRAM_TWO_SIDE = 0x8643; /** Accepted by the {@code pname} parameter of GetVertexAttrib{dfi}v. */ public static final int GL_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622, GL_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623, GL_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624, GL_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A, GL_CURRENT_VERTEX_ATTRIB = 0x8626; /** Accepted by the {@code pname} parameter of GetVertexAttribPointerv. */ public static final int GL_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645; /** Accepted by the {@code type} argument of CreateShader and returned by the {@code params} parameter of GetShaderiv. */ public static final int GL_FRAGMENT_SHADER = 0x8B30; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49; /** Accepted by the {@code target} parameter of Hint and the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B; /** Accepted by the {@code pname} parameters of GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_MAX_DRAW_BUFFERS = 0x8824, GL_DRAW_BUFFER0 = 0x8825, GL_DRAW_BUFFER1 = 0x8826, GL_DRAW_BUFFER2 = 0x8827, GL_DRAW_BUFFER3 = 0x8828, GL_DRAW_BUFFER4 = 0x8829, GL_DRAW_BUFFER5 = 0x882A, GL_DRAW_BUFFER6 = 0x882B, GL_DRAW_BUFFER7 = 0x882C, GL_DRAW_BUFFER8 = 0x882D, GL_DRAW_BUFFER9 = 0x882E, GL_DRAW_BUFFER10 = 0x882F, GL_DRAW_BUFFER11 = 0x8830, GL_DRAW_BUFFER12 = 0x8831, GL_DRAW_BUFFER13 = 0x8832, GL_DRAW_BUFFER14 = 0x8833, GL_DRAW_BUFFER15 = 0x8834; /** * Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetDoublev, and by the {@code target} parameter of TexEnvi, TexEnviv, TexEnvf, TexEnvfv, GetTexEnviv, and GetTexEnvfv. */ public static final int GL_POINT_SPRITE = 0x8861; /** * When the {@code target} parameter of TexEnvf, TexEnvfv, TexEnvi, TexEnviv, GetTexEnvfv, or GetTexEnviv is POINT_SPRITE, then the value of * {@code pname} may be. */ public static final int GL_COORD_REPLACE = 0x8862; /** Accepted by the {@code pname} parameter of PointParameter{if}v. */ public static final int GL_POINT_SPRITE_COORD_ORIGIN = 0x8CA0; /** Accepted by the {@code param} parameter of PointParameter{if}v. */ public static final int GL_LOWER_LEFT = 0x8CA1, GL_UPPER_LEFT = 0x8CA2; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_BLEND_EQUATION_RGB = 0x8009, GL_BLEND_EQUATION_ALPHA = 0x883D; /** Accepted by the {@code pname} parameter of GetIntegerv. */ public static final int GL_STENCIL_BACK_FUNC = 0x8800, GL_STENCIL_BACK_FAIL = 0x8801, GL_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802, GL_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803, GL_STENCIL_BACK_REF = 0x8CA3, GL_STENCIL_BACK_VALUE_MASK = 0x8CA4, GL_STENCIL_BACK_WRITEMASK = 0x8CA5; protected GL20() { throw new UnsupportedOperationException(); } // --- [ glCreateProgram ] --- /** * Creates a program object. * * @see Reference Page */ @NativeType("GLuint") public static int glCreateProgram() { return GL20C.glCreateProgram(); } // --- [ glDeleteProgram ] --- /** * Deletes a program object. * * @param program the program object to be deleted * * @see Reference Page */ public static void glDeleteProgram(@NativeType("GLuint") int program) { GL20C.glDeleteProgram(program); } // --- [ glIsProgram ] --- /** * Returns {@link GL11#GL_TRUE TRUE} if {@code program} is the name of a program object. If {@code program} is zero, or a non-zero value that is not the name of a program * object, IsProgram returns {@link GL11#GL_FALSE FALSE}. No error is generated if program is not a valid program object name. * * @param program the program object name to query * * @see Reference Page */ @NativeType("GLboolean") public static boolean glIsProgram(@NativeType("GLuint") int program) { return GL20C.glIsProgram(program); } // --- [ glCreateShader ] --- /** * Creates a shader object. * * @param type the type of shader to be created. One of:
{@link GL20C#GL_VERTEX_SHADER VERTEX_SHADER}{@link GL20C#GL_FRAGMENT_SHADER FRAGMENT_SHADER}{@link GL32#GL_GEOMETRY_SHADER GEOMETRY_SHADER}{@link GL40#GL_TESS_CONTROL_SHADER TESS_CONTROL_SHADER}
{@link GL40#GL_TESS_EVALUATION_SHADER TESS_EVALUATION_SHADER}
* * @see Reference Page */ @NativeType("GLuint") public static int glCreateShader(@NativeType("GLenum") int type) { return GL20C.glCreateShader(type); } // --- [ glDeleteShader ] --- /** * Deletes a shader object. * * @param shader the shader object to be deleted * * @see Reference Page */ public static void glDeleteShader(@NativeType("GLuint") int shader) { GL20C.glDeleteShader(shader); } // --- [ glIsShader ] --- /** * Returns {@link GL11#GL_TRUE TRUE} if {@code shader} is the name of a shader object. If {@code shader} is zero, or a nonzero value that is not the name of a shader * object, IsShader returns {@link GL11#GL_FALSE FALSE}. No error is generated if shader is not a valid shader object name. * * @param shader the shader object name to query * * @see Reference Page */ @NativeType("GLboolean") public static boolean glIsShader(@NativeType("GLuint") int shader) { return GL20C.glIsShader(shader); } // --- [ glAttachShader ] --- /** * Attaches a shader object to a program object. * *

In order to create a complete shader program, there must be a way to specify the list of things that will be linked together. Program objects provide * this mechanism. Shaders that are to be linked together in a program object must first be attached to that program object. glAttachShader attaches the * shader object specified by shader to the program object specified by program. This indicates that shader will be included in link operations that will * be performed on program.

* *

All operations that can be performed on a shader object are valid whether or not the shader object is attached to a program object. It is permissible to * attach a shader object to a program object before source code has been loaded into the shader object or before the shader object has been compiled. It * is permissible to attach multiple shader objects of the same type because each may contain a portion of the complete shader. It is also permissible to * attach a shader object to more than one program object. If a shader object is deleted while it is attached to a program object, it will be flagged for * deletion, and deletion will not occur until glDetachShader is called to detach it from all program objects to which it is attached.

* * @param program the program object to which a shader object will be attached * @param shader the shader object that is to be attached * * @see Reference Page */ public static void glAttachShader(@NativeType("GLuint") int program, @NativeType("GLuint") int shader) { GL20C.glAttachShader(program, shader); } // --- [ glDetachShader ] --- /** * Detaches a shader object from a program object to which it is attached. * * @param program the program object from which to detach the shader object * @param shader the shader object to be detached * * @see Reference Page */ public static void glDetachShader(@NativeType("GLuint") int program, @NativeType("GLuint") int shader) { GL20C.glDetachShader(program, shader); } // --- [ glShaderSource ] --- /** * Unsafe version of: {@link #glShaderSource ShaderSource} * * @param count the number of elements in the string and length arrays */ public static void nglShaderSource(int shader, int count, long strings, long length) { GL20C.nglShaderSource(shader, count, strings, length); } /** * Sets the source code in {@code shader} to the source code in the array of strings specified by {@code strings}. Any source code previously stored in the * shader object is completely replaced. The number of strings in the array is specified by {@code count}. If {@code length} is {@code NULL}, each string is * assumed to be null terminated. If {@code length} is a value other than {@code NULL}, it points to an array containing a string length for each of the * corresponding elements of {@code strings}. Each element in the length array may contain the length of the corresponding string (the null character is not * counted as part of the string length) or a value less than 0 to indicate that the string is null terminated. The source code strings are not scanned or * parsed at this time; they are simply copied into the specified shader object. * * @param shader the shader object whose source code is to be replaced * @param strings an array of pointers to strings containing the source code to be loaded into the shader * @param length an array of string lengths * * @see Reference Page */ public static void glShaderSource(@NativeType("GLuint") int shader, @NativeType("GLchar const **") PointerBuffer strings, @Nullable @NativeType("GLint const *") IntBuffer length) { GL20C.glShaderSource(shader, strings, length); } /** * Sets the source code in {@code shader} to the source code in the array of strings specified by {@code strings}. Any source code previously stored in the * shader object is completely replaced. The number of strings in the array is specified by {@code count}. If {@code length} is {@code NULL}, each string is * assumed to be null terminated. If {@code length} is a value other than {@code NULL}, it points to an array containing a string length for each of the * corresponding elements of {@code strings}. Each element in the length array may contain the length of the corresponding string (the null character is not * counted as part of the string length) or a value less than 0 to indicate that the string is null terminated. The source code strings are not scanned or * parsed at this time; they are simply copied into the specified shader object. * * @param shader the shader object whose source code is to be replaced * @param strings an array of pointers to strings containing the source code to be loaded into the shader * * @see Reference Page */ public static void glShaderSource(@NativeType("GLuint") int shader, @NativeType("GLchar const **") CharSequence... strings) { GL20C.glShaderSource(shader, strings); } /** * Sets the source code in {@code shader} to the source code in the array of strings specified by {@code strings}. Any source code previously stored in the * shader object is completely replaced. The number of strings in the array is specified by {@code count}. If {@code length} is {@code NULL}, each string is * assumed to be null terminated. If {@code length} is a value other than {@code NULL}, it points to an array containing a string length for each of the * corresponding elements of {@code strings}. Each element in the length array may contain the length of the corresponding string (the null character is not * counted as part of the string length) or a value less than 0 to indicate that the string is null terminated. The source code strings are not scanned or * parsed at this time; they are simply copied into the specified shader object. * * @param shader the shader object whose source code is to be replaced * * @see Reference Page */ public static void glShaderSource(@NativeType("GLuint") int shader, @NativeType("GLchar const **") CharSequence string) { GL20C.glShaderSource(shader, string); } // --- [ glCompileShader ] --- /** * Compiles a shader object. * * @param shader the shader object to be compiled * * @see Reference Page */ public static void glCompileShader(@NativeType("GLuint") int shader) { GL20C.glCompileShader(shader); } // --- [ glLinkProgram ] --- /** * Links a program object. * * @param program the program object to be linked * * @see Reference Page */ public static void glLinkProgram(@NativeType("GLuint") int program) { GL20C.glLinkProgram(program); } // --- [ glUseProgram ] --- /** * Installs a program object as part of current rendering state. * * @param program the program object whose executables are to be used as part of current rendering state * * @see Reference Page */ public static void glUseProgram(@NativeType("GLuint") int program) { GL20C.glUseProgram(program); } // --- [ glValidateProgram ] --- /** * Validates a program object. * * @param program the program object to be validated * * @see Reference Page */ public static void glValidateProgram(@NativeType("GLuint") int program) { GL20C.glValidateProgram(program); } // --- [ glUniform1f ] --- /** * Specifies the value of a float uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param v0 the uniform value * * @see Reference Page */ public static void glUniform1f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0) { GL20C.glUniform1f(location, v0); } // --- [ glUniform2f ] --- /** * Specifies the value of a vec2 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param v0 the uniform x value * @param v1 the uniform y value * * @see Reference Page */ public static void glUniform2f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1) { GL20C.glUniform2f(location, v0, v1); } // --- [ glUniform3f ] --- /** * Specifies the value of a vec3 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param v0 the uniform x value * @param v1 the uniform y value * @param v2 the uniform z value * * @see Reference Page */ public static void glUniform3f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2) { GL20C.glUniform3f(location, v0, v1, v2); } // --- [ glUniform4f ] --- /** * Specifies the value of a vec4 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param v0 the uniform x value * @param v1 the uniform y value * @param v2 the uniform z value * @param v3 the uniform w value * * @see Reference Page */ public static void glUniform4f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLfloat") float v3) { GL20C.glUniform4f(location, v0, v1, v2, v3); } // --- [ glUniform1i ] --- /** * Specifies the value of an int uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param v0 the uniform value * * @see Reference Page */ public static void glUniform1i(@NativeType("GLint") int location, @NativeType("GLint") int v0) { GL20C.glUniform1i(location, v0); } // --- [ glUniform2i ] --- /** * Specifies the value of an ivec2 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param v0 the uniform x value * @param v1 the uniform y value * * @see Reference Page */ public static void glUniform2i(@NativeType("GLint") int location, @NativeType("GLint") int v0, @NativeType("GLint") int v1) { GL20C.glUniform2i(location, v0, v1); } // --- [ glUniform3i ] --- /** * Specifies the value of an ivec3 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param v0 the uniform x value * @param v1 the uniform y value * @param v2 the uniform z value * * @see Reference Page */ public static void glUniform3i(@NativeType("GLint") int location, @NativeType("GLint") int v0, @NativeType("GLint") int v1, @NativeType("GLint") int v2) { GL20C.glUniform3i(location, v0, v1, v2); } // --- [ glUniform4i ] --- /** * Specifies the value of an ivec4 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param v0 the uniform x value * @param v1 the uniform y value * @param v2 the uniform z value * @param v3 the uniform w value * * @see Reference Page */ public static void glUniform4i(@NativeType("GLint") int location, @NativeType("GLint") int v0, @NativeType("GLint") int v1, @NativeType("GLint") int v2, @NativeType("GLint") int v3) { GL20C.glUniform4i(location, v0, v1, v2, v3); } // --- [ glUniform1fv ] --- /** * Unsafe version of: {@link #glUniform1fv Uniform1fv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglUniform1fv(int location, int count, long value) { GL20C.nglUniform1fv(location, count, value); } /** * Specifies the value of a single float uniform variable or a float uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glUniform1fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) { GL20C.glUniform1fv(location, value); } // --- [ glUniform2fv ] --- /** * Unsafe version of: {@link #glUniform2fv Uniform2fv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglUniform2fv(int location, int count, long value) { GL20C.nglUniform2fv(location, count, value); } /** * Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glUniform2fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) { GL20C.glUniform2fv(location, value); } // --- [ glUniform3fv ] --- /** * Unsafe version of: {@link #glUniform3fv Uniform3fv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglUniform3fv(int location, int count, long value) { GL20C.nglUniform3fv(location, count, value); } /** * Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glUniform3fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) { GL20C.glUniform3fv(location, value); } // --- [ glUniform4fv ] --- /** * Unsafe version of: {@link #glUniform4fv Uniform4fv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglUniform4fv(int location, int count, long value) { GL20C.nglUniform4fv(location, count, value); } /** * Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glUniform4fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) { GL20C.glUniform4fv(location, value); } // --- [ glUniform1iv ] --- /** * Unsafe version of: {@link #glUniform1iv Uniform1iv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglUniform1iv(int location, int count, long value) { GL20C.nglUniform1iv(location, count, value); } /** * Specifies the value of a single int uniform variable or a int uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glUniform1iv(@NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) { GL20C.glUniform1iv(location, value); } // --- [ glUniform2iv ] --- /** * Unsafe version of: {@link #glUniform2iv Uniform2iv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglUniform2iv(int location, int count, long value) { GL20C.nglUniform2iv(location, count, value); } /** * Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glUniform2iv(@NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) { GL20C.glUniform2iv(location, value); } // --- [ glUniform3iv ] --- /** * Unsafe version of: {@link #glUniform3iv Uniform3iv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglUniform3iv(int location, int count, long value) { GL20C.nglUniform3iv(location, count, value); } /** * Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glUniform3iv(@NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) { GL20C.glUniform3iv(location, value); } // --- [ glUniform4iv ] --- /** * Unsafe version of: {@link #glUniform4iv Uniform4iv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglUniform4iv(int location, int count, long value) { GL20C.nglUniform4iv(location, count, value); } /** * Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glUniform4iv(@NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) { GL20C.glUniform4iv(location, value); } // --- [ glUniformMatrix2fv ] --- /** * Unsafe version of: {@link #glUniformMatrix2fv UniformMatrix2fv} * * @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 void nglUniformMatrix2fv(int location, int count, boolean transpose, long value) { GL20C.nglUniformMatrix2fv(location, count, transpose, value); } /** * Specifies the value of a single mat2 uniform variable or a mat2 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 * * @see Reference Page */ public static void glUniformMatrix2fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL20C.glUniformMatrix2fv(location, transpose, value); } // --- [ glUniformMatrix3fv ] --- /** * Unsafe version of: {@link #glUniformMatrix3fv UniformMatrix3fv} * * @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 void nglUniformMatrix3fv(int location, int count, boolean transpose, long value) { GL20C.nglUniformMatrix3fv(location, count, transpose, value); } /** * Specifies the value of a single mat3 uniform variable or a mat3 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 * * @see Reference Page */ public static void glUniformMatrix3fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL20C.glUniformMatrix3fv(location, transpose, value); } // --- [ glUniformMatrix4fv ] --- /** * Unsafe version of: {@link #glUniformMatrix4fv UniformMatrix4fv} * * @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 void nglUniformMatrix4fv(int location, int count, boolean transpose, long value) { GL20C.nglUniformMatrix4fv(location, count, transpose, value); } /** * Specifies the value of a single mat4 uniform variable or a mat4 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 * * @see Reference Page */ public static void glUniformMatrix4fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL20C.glUniformMatrix4fv(location, transpose, value); } // --- [ glGetShaderiv ] --- /** Unsafe version of: {@link #glGetShaderiv GetShaderiv} */ public static void nglGetShaderiv(int shader, int pname, long params) { GL20C.nglGetShaderiv(shader, pname, params); } /** * Returns a parameter from a shader object. * * @param shader the shader object to be queried * @param pname the object parameter. One of:
{@link GL20C#GL_SHADER_TYPE SHADER_TYPE}{@link GL20C#GL_DELETE_STATUS DELETE_STATUS}{@link GL20C#GL_COMPILE_STATUS COMPILE_STATUS}{@link GL20C#GL_INFO_LOG_LENGTH INFO_LOG_LENGTH}{@link GL20C#GL_SHADER_SOURCE_LENGTH SHADER_SOURCE_LENGTH}
* @param params the requested object parameter * * @see Reference Page */ public static void glGetShaderiv(@NativeType("GLuint") int shader, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) { GL20C.glGetShaderiv(shader, pname, params); } /** * Returns a parameter from a shader object. * * @param shader the shader object to be queried * @param pname the object parameter. One of:
{@link GL20C#GL_SHADER_TYPE SHADER_TYPE}{@link GL20C#GL_DELETE_STATUS DELETE_STATUS}{@link GL20C#GL_COMPILE_STATUS COMPILE_STATUS}{@link GL20C#GL_INFO_LOG_LENGTH INFO_LOG_LENGTH}{@link GL20C#GL_SHADER_SOURCE_LENGTH SHADER_SOURCE_LENGTH}
* * @see Reference Page */ @NativeType("void") public static int glGetShaderi(@NativeType("GLuint") int shader, @NativeType("GLenum") int pname) { return GL20C.glGetShaderi(shader, pname); } // --- [ glGetProgramiv ] --- /** Unsafe version of: {@link #glGetProgramiv GetProgramiv} */ public static void nglGetProgramiv(int program, int pname, long params) { GL20C.nglGetProgramiv(program, pname, params); } /** * Returns a parameter from a program object. * * @param program the program object to be queried * @param pname the object parameter. One of:
{@link GL20C#GL_DELETE_STATUS DELETE_STATUS}{@link GL20C#GL_LINK_STATUS LINK_STATUS}{@link GL20C#GL_VALIDATE_STATUS VALIDATE_STATUS}
{@link GL20C#GL_INFO_LOG_LENGTH INFO_LOG_LENGTH}{@link GL20C#GL_ATTACHED_SHADERS ATTACHED_SHADERS}{@link GL20C#GL_ACTIVE_ATTRIBUTES ACTIVE_ATTRIBUTES}
{@link GL20C#GL_ACTIVE_ATTRIBUTE_MAX_LENGTH ACTIVE_ATTRIBUTE_MAX_LENGTH}{@link GL20C#GL_ACTIVE_UNIFORMS ACTIVE_UNIFORMS}{@link GL20C#GL_ACTIVE_UNIFORM_MAX_LENGTH ACTIVE_UNIFORM_MAX_LENGTH}
{@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER_MODE TRANSFORM_FEEDBACK_BUFFER_MODE}{@link GL30#GL_TRANSFORM_FEEDBACK_VARYINGS TRANSFORM_FEEDBACK_VARYINGS}{@link GL30#GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH}
{@link GL31#GL_ACTIVE_UNIFORM_BLOCKS ACTIVE_UNIFORM_BLOCKS}{@link GL31#GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH}{@link GL32#GL_GEOMETRY_VERTICES_OUT GEOMETRY_VERTICES_OUT}
{@link GL32#GL_GEOMETRY_INPUT_TYPE GEOMETRY_INPUT_TYPE}{@link GL32#GL_GEOMETRY_OUTPUT_TYPE GEOMETRY_OUTPUT_TYPE}{@link GL41#GL_PROGRAM_BINARY_LENGTH PROGRAM_BINARY_LENGTH}
{@link GL42#GL_ACTIVE_ATOMIC_COUNTER_BUFFERS ACTIVE_ATOMIC_COUNTER_BUFFERS}{@link GL43#GL_COMPUTE_WORK_GROUP_SIZE COMPUTE_WORK_GROUP_SIZE}
* @param params the requested object parameter * * @see Reference Page */ public static void glGetProgramiv(@NativeType("GLuint") int program, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) { GL20C.glGetProgramiv(program, pname, params); } /** * Returns a parameter from a program object. * * @param program the program object to be queried * @param pname the object parameter. One of:
{@link GL20C#GL_DELETE_STATUS DELETE_STATUS}{@link GL20C#GL_LINK_STATUS LINK_STATUS}{@link GL20C#GL_VALIDATE_STATUS VALIDATE_STATUS}
{@link GL20C#GL_INFO_LOG_LENGTH INFO_LOG_LENGTH}{@link GL20C#GL_ATTACHED_SHADERS ATTACHED_SHADERS}{@link GL20C#GL_ACTIVE_ATTRIBUTES ACTIVE_ATTRIBUTES}
{@link GL20C#GL_ACTIVE_ATTRIBUTE_MAX_LENGTH ACTIVE_ATTRIBUTE_MAX_LENGTH}{@link GL20C#GL_ACTIVE_UNIFORMS ACTIVE_UNIFORMS}{@link GL20C#GL_ACTIVE_UNIFORM_MAX_LENGTH ACTIVE_UNIFORM_MAX_LENGTH}
{@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER_MODE TRANSFORM_FEEDBACK_BUFFER_MODE}{@link GL30#GL_TRANSFORM_FEEDBACK_VARYINGS TRANSFORM_FEEDBACK_VARYINGS}{@link GL30#GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH}
{@link GL31#GL_ACTIVE_UNIFORM_BLOCKS ACTIVE_UNIFORM_BLOCKS}{@link GL31#GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH}{@link GL32#GL_GEOMETRY_VERTICES_OUT GEOMETRY_VERTICES_OUT}
{@link GL32#GL_GEOMETRY_INPUT_TYPE GEOMETRY_INPUT_TYPE}{@link GL32#GL_GEOMETRY_OUTPUT_TYPE GEOMETRY_OUTPUT_TYPE}{@link GL41#GL_PROGRAM_BINARY_LENGTH PROGRAM_BINARY_LENGTH}
{@link GL42#GL_ACTIVE_ATOMIC_COUNTER_BUFFERS ACTIVE_ATOMIC_COUNTER_BUFFERS}{@link GL43#GL_COMPUTE_WORK_GROUP_SIZE COMPUTE_WORK_GROUP_SIZE}
* * @see Reference Page */ @NativeType("void") public static int glGetProgrami(@NativeType("GLuint") int program, @NativeType("GLenum") int pname) { return GL20C.glGetProgrami(program, pname); } // --- [ glGetShaderInfoLog ] --- /** * Unsafe version of: {@link #glGetShaderInfoLog GetShaderInfoLog} * * @param maxLength the size of the character buffer for storing the returned information log */ public static void nglGetShaderInfoLog(int shader, int maxLength, long length, long infoLog) { GL20C.nglGetShaderInfoLog(shader, maxLength, length, infoLog); } /** * Returns the information log for a shader object. * * @param shader the shader object whose information log is to be queried * @param length the length of the string returned in {@code infoLog} (excluding the null terminator) * @param infoLog an array of characters that is used to return the information log * * @see Reference Page */ public static void glGetShaderInfoLog(@NativeType("GLuint") int shader, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLchar *") ByteBuffer infoLog) { GL20C.glGetShaderInfoLog(shader, length, infoLog); } /** * Returns the information log for a shader object. * * @param shader the shader object whose information log is to be queried * @param maxLength the size of the character buffer for storing the returned information log * * @see Reference Page */ @NativeType("void") public static String glGetShaderInfoLog(@NativeType("GLuint") int shader, @NativeType("GLsizei") int maxLength) { return GL20C.glGetShaderInfoLog(shader, maxLength); } /** * Returns the information log for a shader object. * * @param shader the shader object whose information log is to be queried * * @see Reference Page */ @NativeType("void") public static String glGetShaderInfoLog(@NativeType("GLuint") int shader) { return glGetShaderInfoLog(shader, glGetShaderi(shader, GL_INFO_LOG_LENGTH)); } // --- [ glGetProgramInfoLog ] --- /** * Unsafe version of: {@link #glGetProgramInfoLog GetProgramInfoLog} * * @param maxLength the size of the character buffer for storing the returned information log */ public static void nglGetProgramInfoLog(int program, int maxLength, long length, long infoLog) { GL20C.nglGetProgramInfoLog(program, maxLength, length, infoLog); } /** * Returns the information log for a program object. * * @param program the program object whose information log is to be queried * @param length the length of the string returned in {@code infoLog} (excluding the null terminator) * @param infoLog an array of characters that is used to return the information log * * @see Reference Page */ public static void glGetProgramInfoLog(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLchar *") ByteBuffer infoLog) { GL20C.glGetProgramInfoLog(program, length, infoLog); } /** * Returns the information log for a program object. * * @param program the program object whose information log is to be queried * @param maxLength the size of the character buffer for storing the returned information log * * @see Reference Page */ @NativeType("void") public static String glGetProgramInfoLog(@NativeType("GLuint") int program, @NativeType("GLsizei") int maxLength) { return GL20C.glGetProgramInfoLog(program, maxLength); } /** * Returns the information log for a program object. * * @param program the program object whose information log is to be queried * * @see Reference Page */ @NativeType("void") public static String glGetProgramInfoLog(@NativeType("GLuint") int program) { return glGetProgramInfoLog(program, glGetProgrami(program, GL_INFO_LOG_LENGTH)); } // --- [ glGetAttachedShaders ] --- /** * Unsafe version of: {@link #glGetAttachedShaders GetAttachedShaders} * * @param maxCount the size of the array for storing the returned object names */ public static void nglGetAttachedShaders(int program, int maxCount, long count, long shaders) { GL20C.nglGetAttachedShaders(program, maxCount, count, shaders); } /** * Returns the shader objects attached to a program object. * * @param program the program object to be queried * @param count the number of names actually returned in {@code shaders} * @param shaders an array that is used to return the names of attached shader objects * * @see Reference Page */ public static void glGetAttachedShaders(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") IntBuffer count, @NativeType("GLuint *") IntBuffer shaders) { GL20C.glGetAttachedShaders(program, count, shaders); } // --- [ glGetUniformLocation ] --- /** Unsafe version of: {@link #glGetUniformLocation GetUniformLocation} */ public static int nglGetUniformLocation(int program, long name) { return GL20C.nglGetUniformLocation(program, name); } /** * Returns the location of a uniform variable. * * @param program the program object to be queried * @param name a null terminated string containing the name of the uniform variable whose location is to be queried * * @see Reference Page */ @NativeType("GLint") public static int glGetUniformLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") ByteBuffer name) { return GL20C.glGetUniformLocation(program, name); } /** * Returns the location of a uniform variable. * * @param program the program object to be queried * @param name a null terminated string containing the name of the uniform variable whose location is to be queried * * @see Reference Page */ @NativeType("GLint") public static int glGetUniformLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") CharSequence name) { return GL20C.glGetUniformLocation(program, name); } // --- [ glGetActiveUniform ] --- /** * Unsafe version of: {@link #glGetActiveUniform GetActiveUniform} * * @param maxLength the maximum number of characters OpenGL is allowed to write in the character buffer indicated by {@code name} */ public static void nglGetActiveUniform(int program, int index, int maxLength, long length, long size, long type, long name) { GL20C.nglGetActiveUniform(program, index, maxLength, length, size, type, name); } /** * Returns information about an active uniform variable for the specified program object. * * @param program the program object to be queried * @param index the index of the uniform variable to be queried * @param length the number of characters actually written by OpenGL in the string indicated by {@code name} (excluding the null terminator) if a value other than NULL is passed * @param size the size of the uniform variable * @param type the data type of the uniform variable * @param name a null terminated string containing the name of the uniform variable * * @see Reference Page */ public static void glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type, @NativeType("GLchar *") ByteBuffer name) { GL20C.glGetActiveUniform(program, index, length, size, type, name); } /** * Returns information about an active uniform variable for the specified program object. * * @param program the program object to be queried * @param index the index of the uniform variable to be queried * @param maxLength the maximum number of characters OpenGL is allowed to write in the character buffer indicated by {@code name} * @param size the size of the uniform variable * @param type the data type of the uniform variable * * @see Reference Page */ @NativeType("void") public static String glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLsizei") int maxLength, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type) { return GL20C.glGetActiveUniform(program, index, maxLength, size, type); } /** * Returns information about an active uniform variable for the specified program object. * * @param program the program object to be queried * @param index the index of the uniform variable to be queried * @param size the size of the uniform variable * @param type the data type of the uniform variable * * @see Reference Page */ @NativeType("void") public static String glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type) { return glGetActiveUniform(program, index, glGetProgrami(program, GL_ACTIVE_UNIFORM_MAX_LENGTH), size, type); } // --- [ glGetUniformfv ] --- /** Unsafe version of: {@link #glGetUniformfv GetUniformfv} */ public static void nglGetUniformfv(int program, int location, long params) { GL20C.nglGetUniformfv(program, location, params); } /** * Returns the float value(s) of a uniform variable. * * @param program the program object to be queried * @param location the location of the uniform variable to be queried * @param params the value of the specified uniform variable * * @see Reference Page */ public static void glGetUniformfv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat *") FloatBuffer params) { GL20C.glGetUniformfv(program, location, params); } /** * Returns the float value(s) of a uniform variable. * * @param program the program object to be queried * @param location the location of the uniform variable to be queried * * @see Reference Page */ @NativeType("void") public static float glGetUniformf(@NativeType("GLuint") int program, @NativeType("GLint") int location) { return GL20C.glGetUniformf(program, location); } // --- [ glGetUniformiv ] --- /** Unsafe version of: {@link #glGetUniformiv GetUniformiv} */ public static void nglGetUniformiv(int program, int location, long params) { GL20C.nglGetUniformiv(program, location, params); } /** * Returns the int value(s) of a uniform variable. * * @param program the program object to be queried * @param location the location of the uniform variable to be queried * @param params the value of the specified uniform variable * * @see Reference Page */ public static void glGetUniformiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint *") IntBuffer params) { GL20C.glGetUniformiv(program, location, params); } /** * Returns the int value(s) of a uniform variable. * * @param program the program object to be queried * @param location the location of the uniform variable to be queried * * @see Reference Page */ @NativeType("void") public static int glGetUniformi(@NativeType("GLuint") int program, @NativeType("GLint") int location) { return GL20C.glGetUniformi(program, location); } // --- [ glGetShaderSource ] --- /** * Unsafe version of: {@link #glGetShaderSource GetShaderSource} * * @param maxLength the size of the character buffer for storing the returned source code string */ public static void nglGetShaderSource(int shader, int maxLength, long length, long source) { GL20C.nglGetShaderSource(shader, maxLength, length, source); } /** * Returns the source code string from a shader object. * * @param shader the shader object to be queried * @param length the length of the string returned in source (excluding the null terminator) * @param source an array of characters that is used to return the source code string * * @see Reference Page */ public static void glGetShaderSource(@NativeType("GLuint") int shader, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLchar *") ByteBuffer source) { GL20C.glGetShaderSource(shader, length, source); } /** * Returns the source code string from a shader object. * * @param shader the shader object to be queried * @param maxLength the size of the character buffer for storing the returned source code string * * @see Reference Page */ @NativeType("void") public static String glGetShaderSource(@NativeType("GLuint") int shader, @NativeType("GLsizei") int maxLength) { return GL20C.glGetShaderSource(shader, maxLength); } /** * Returns the source code string from a shader object. * * @param shader the shader object to be queried * * @see Reference Page */ @NativeType("void") public static String glGetShaderSource(@NativeType("GLuint") int shader) { return glGetShaderSource(shader, glGetShaderi(shader, GL_SHADER_SOURCE_LENGTH)); } // --- [ glVertexAttrib1f ] --- /** * Specifies the value of a generic vertex attribute. The y and z components are implicitly set to 0.0f and w to 1.0f. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * * @see Reference Page */ public static void glVertexAttrib1f(@NativeType("GLuint") int index, @NativeType("GLfloat") float v0) { GL20C.glVertexAttrib1f(index, v0); } // --- [ glVertexAttrib1s ] --- /** * Short version of {@link #glVertexAttrib1f VertexAttrib1f}. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * * @see Reference Page */ public static void glVertexAttrib1s(@NativeType("GLuint") int index, @NativeType("GLshort") short v0) { GL20C.glVertexAttrib1s(index, v0); } // --- [ glVertexAttrib1d ] --- /** * Double version of {@link #glVertexAttrib1f VertexAttrib1f}. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * * @see Reference Page */ public static void glVertexAttrib1d(@NativeType("GLuint") int index, @NativeType("GLdouble") double v0) { GL20C.glVertexAttrib1d(index, v0); } // --- [ glVertexAttrib2f ] --- /** * Specifies the value of a generic vertex attribute. The y component is implicitly set to 0.0f and w to 1.0f. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * * @see Reference Page */ public static void glVertexAttrib2f(@NativeType("GLuint") int index, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1) { GL20C.glVertexAttrib2f(index, v0, v1); } // --- [ glVertexAttrib2s ] --- /** * Short version of {@link #glVertexAttrib2f VertexAttrib2f}. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * * @see Reference Page */ public static void glVertexAttrib2s(@NativeType("GLuint") int index, @NativeType("GLshort") short v0, @NativeType("GLshort") short v1) { GL20C.glVertexAttrib2s(index, v0, v1); } // --- [ glVertexAttrib2d ] --- /** * Double version of {@link #glVertexAttrib2f VertexAttrib2f}. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * * @see Reference Page */ public static void glVertexAttrib2d(@NativeType("GLuint") int index, @NativeType("GLdouble") double v0, @NativeType("GLdouble") double v1) { GL20C.glVertexAttrib2d(index, v0, v1); } // --- [ glVertexAttrib3f ] --- /** * Specifies the value of a generic vertex attribute. The w is implicitly set to 1.0f. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * @param v2 the vertex attribute z component * * @see Reference Page */ public static void glVertexAttrib3f(@NativeType("GLuint") int index, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2) { GL20C.glVertexAttrib3f(index, v0, v1, v2); } // --- [ glVertexAttrib3s ] --- /** * Short version of {@link #glVertexAttrib3f VertexAttrib3f}. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * @param v2 the vertex attribute z component * * @see Reference Page */ public static void glVertexAttrib3s(@NativeType("GLuint") int index, @NativeType("GLshort") short v0, @NativeType("GLshort") short v1, @NativeType("GLshort") short v2) { GL20C.glVertexAttrib3s(index, v0, v1, v2); } // --- [ glVertexAttrib3d ] --- /** * Double version of {@link #glVertexAttrib3f VertexAttrib3f}. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * @param v2 the vertex attribute z component * * @see Reference Page */ public static void glVertexAttrib3d(@NativeType("GLuint") int index, @NativeType("GLdouble") double v0, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2) { GL20C.glVertexAttrib3d(index, v0, v1, v2); } // --- [ glVertexAttrib4f ] --- /** * Specifies the value of a generic vertex attribute. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * @param v2 the vertex attribute z component * @param v3 the vertex attribute w component * * @see Reference Page */ public static void glVertexAttrib4f(@NativeType("GLuint") int index, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLfloat") float v3) { GL20C.glVertexAttrib4f(index, v0, v1, v2, v3); } // --- [ glVertexAttrib4s ] --- /** * Short version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * @param v2 the vertex attribute z component * @param v3 the vertex attribute w component * * @see Reference Page */ public static void glVertexAttrib4s(@NativeType("GLuint") int index, @NativeType("GLshort") short v0, @NativeType("GLshort") short v1, @NativeType("GLshort") short v2, @NativeType("GLshort") short v3) { GL20C.glVertexAttrib4s(index, v0, v1, v2, v3); } // --- [ glVertexAttrib4d ] --- /** * Double version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v0 the vertex attribute x component * @param v1 the vertex attribute y component * @param v2 the vertex attribute z component * @param v3 the vertex attribute w component * * @see Reference Page */ public static void glVertexAttrib4d(@NativeType("GLuint") int index, @NativeType("GLdouble") double v0, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2, @NativeType("GLdouble") double v3) { GL20C.glVertexAttrib4d(index, v0, v1, v2, v3); } // --- [ glVertexAttrib4Nub ] --- /** * Normalized unsigned byte version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param x the vertex attribute x component * @param y the vertex attribute y component * @param z the vertex attribute z component * @param w the vertex attribute w component * * @see Reference Page */ public static void glVertexAttrib4Nub(@NativeType("GLuint") int index, @NativeType("GLubyte") byte x, @NativeType("GLubyte") byte y, @NativeType("GLubyte") byte z, @NativeType("GLubyte") byte w) { GL20C.glVertexAttrib4Nub(index, x, y, z, w); } // --- [ glVertexAttrib1fv ] --- /** Unsafe version of: {@link #glVertexAttrib1fv VertexAttrib1fv} */ public static void nglVertexAttrib1fv(int index, long v) { GL20C.nglVertexAttrib1fv(index, v); } /** * Pointer version of {@link #glVertexAttrib1f VertexAttrib1f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib1fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) { GL20C.glVertexAttrib1fv(index, v); } // --- [ glVertexAttrib1sv ] --- /** Unsafe version of: {@link #glVertexAttrib1sv VertexAttrib1sv} */ public static void nglVertexAttrib1sv(int index, long v) { GL20C.nglVertexAttrib1sv(index, v); } /** * Pointer version of {@link #glVertexAttrib1s VertexAttrib1s}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib1sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) { GL20C.glVertexAttrib1sv(index, v); } // --- [ glVertexAttrib1dv ] --- /** Unsafe version of: {@link #glVertexAttrib1dv VertexAttrib1dv} */ public static void nglVertexAttrib1dv(int index, long v) { GL20C.nglVertexAttrib1dv(index, v); } /** * Pointer version of {@link #glVertexAttrib1d VertexAttrib1d}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib1dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) { GL20C.glVertexAttrib1dv(index, v); } // --- [ glVertexAttrib2fv ] --- /** Unsafe version of: {@link #glVertexAttrib2fv VertexAttrib2fv} */ public static void nglVertexAttrib2fv(int index, long v) { GL20C.nglVertexAttrib2fv(index, v); } /** * Pointer version of {@link #glVertexAttrib2f VertexAttrib2f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib2fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) { GL20C.glVertexAttrib2fv(index, v); } // --- [ glVertexAttrib2sv ] --- /** Unsafe version of: {@link #glVertexAttrib2sv VertexAttrib2sv} */ public static void nglVertexAttrib2sv(int index, long v) { GL20C.nglVertexAttrib2sv(index, v); } /** * Pointer version of {@link #glVertexAttrib2s VertexAttrib2s}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib2sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) { GL20C.glVertexAttrib2sv(index, v); } // --- [ glVertexAttrib2dv ] --- /** Unsafe version of: {@link #glVertexAttrib2dv VertexAttrib2dv} */ public static void nglVertexAttrib2dv(int index, long v) { GL20C.nglVertexAttrib2dv(index, v); } /** * Pointer version of {@link #glVertexAttrib2d VertexAttrib2d}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib2dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) { GL20C.glVertexAttrib2dv(index, v); } // --- [ glVertexAttrib3fv ] --- /** Unsafe version of: {@link #glVertexAttrib3fv VertexAttrib3fv} */ public static void nglVertexAttrib3fv(int index, long v) { GL20C.nglVertexAttrib3fv(index, v); } /** * Pointer version of {@link #glVertexAttrib3f VertexAttrib3f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib3fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) { GL20C.glVertexAttrib3fv(index, v); } // --- [ glVertexAttrib3sv ] --- /** Unsafe version of: {@link #glVertexAttrib3sv VertexAttrib3sv} */ public static void nglVertexAttrib3sv(int index, long v) { GL20C.nglVertexAttrib3sv(index, v); } /** * Pointer version of {@link #glVertexAttrib3s VertexAttrib3s}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib3sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) { GL20C.glVertexAttrib3sv(index, v); } // --- [ glVertexAttrib3dv ] --- /** Unsafe version of: {@link #glVertexAttrib3dv VertexAttrib3dv} */ public static void nglVertexAttrib3dv(int index, long v) { GL20C.nglVertexAttrib3dv(index, v); } /** * Pointer version of {@link #glVertexAttrib3d VertexAttrib3d}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib3dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) { GL20C.glVertexAttrib3dv(index, v); } // --- [ glVertexAttrib4fv ] --- /** Unsafe version of: {@link #glVertexAttrib4fv VertexAttrib4fv} */ public static void nglVertexAttrib4fv(int index, long v) { GL20C.nglVertexAttrib4fv(index, v); } /** * Pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) { GL20C.glVertexAttrib4fv(index, v); } // --- [ glVertexAttrib4sv ] --- /** Unsafe version of: {@link #glVertexAttrib4sv VertexAttrib4sv} */ public static void nglVertexAttrib4sv(int index, long v) { GL20C.nglVertexAttrib4sv(index, v); } /** * Pointer version of {@link #glVertexAttrib4s VertexAttrib4s}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) { GL20C.glVertexAttrib4sv(index, v); } // --- [ glVertexAttrib4dv ] --- /** Unsafe version of: {@link #glVertexAttrib4dv VertexAttrib4dv} */ public static void nglVertexAttrib4dv(int index, long v) { GL20C.nglVertexAttrib4dv(index, v); } /** * Pointer version of {@link #glVertexAttrib4d VertexAttrib4d}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) { GL20C.glVertexAttrib4dv(index, v); } // --- [ glVertexAttrib4iv ] --- /** Unsafe version of: {@link #glVertexAttrib4iv VertexAttrib4iv} */ public static void nglVertexAttrib4iv(int index, long v) { GL20C.nglVertexAttrib4iv(index, v); } /** * Integer pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4iv(@NativeType("GLuint") int index, @NativeType("GLint const *") IntBuffer v) { GL20C.glVertexAttrib4iv(index, v); } // --- [ glVertexAttrib4bv ] --- /** Unsafe version of: {@link #glVertexAttrib4bv VertexAttrib4bv} */ public static void nglVertexAttrib4bv(int index, long v) { GL20C.nglVertexAttrib4bv(index, v); } /** * Byte pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4bv(@NativeType("GLuint") int index, @NativeType("GLbyte const *") ByteBuffer v) { GL20C.glVertexAttrib4bv(index, v); } // --- [ glVertexAttrib4ubv ] --- /** Unsafe version of: {@link #glVertexAttrib4ubv VertexAttrib4ubv} */ public static void nglVertexAttrib4ubv(int index, long v) { GL20C.nglVertexAttrib4ubv(index, v); } /** * Pointer version of {@link #glVertexAttrib4Nub VertexAttrib4Nub}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4ubv(@NativeType("GLuint") int index, @NativeType("GLubyte const *") ByteBuffer v) { GL20C.glVertexAttrib4ubv(index, v); } // --- [ glVertexAttrib4usv ] --- /** Unsafe version of: {@link #glVertexAttrib4usv VertexAttrib4usv} */ public static void nglVertexAttrib4usv(int index, long v) { GL20C.nglVertexAttrib4usv(index, v); } /** * Unsigned short pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4usv(@NativeType("GLuint") int index, @NativeType("GLushort const *") ShortBuffer v) { GL20C.glVertexAttrib4usv(index, v); } // --- [ glVertexAttrib4uiv ] --- /** Unsafe version of: {@link #glVertexAttrib4uiv VertexAttrib4uiv} */ public static void nglVertexAttrib4uiv(int index, long v) { GL20C.nglVertexAttrib4uiv(index, v); } /** * Unsigned int pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4uiv(@NativeType("GLuint") int index, @NativeType("GLuint const *") IntBuffer v) { GL20C.glVertexAttrib4uiv(index, v); } // --- [ glVertexAttrib4Nbv ] --- /** Unsafe version of: {@link #glVertexAttrib4Nbv VertexAttrib4Nbv} */ public static void nglVertexAttrib4Nbv(int index, long v) { GL20C.nglVertexAttrib4Nbv(index, v); } /** * Normalized byte pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4Nbv(@NativeType("GLuint") int index, @NativeType("GLbyte const *") ByteBuffer v) { GL20C.glVertexAttrib4Nbv(index, v); } // --- [ glVertexAttrib4Nsv ] --- /** Unsafe version of: {@link #glVertexAttrib4Nsv VertexAttrib4Nsv} */ public static void nglVertexAttrib4Nsv(int index, long v) { GL20C.nglVertexAttrib4Nsv(index, v); } /** * Normalized short pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4Nsv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) { GL20C.glVertexAttrib4Nsv(index, v); } // --- [ glVertexAttrib4Niv ] --- /** Unsafe version of: {@link #glVertexAttrib4Niv VertexAttrib4Niv} */ public static void nglVertexAttrib4Niv(int index, long v) { GL20C.nglVertexAttrib4Niv(index, v); } /** * Normalized int pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4Niv(@NativeType("GLuint") int index, @NativeType("GLint const *") IntBuffer v) { GL20C.glVertexAttrib4Niv(index, v); } // --- [ glVertexAttrib4Nubv ] --- /** Unsafe version of: {@link #glVertexAttrib4Nubv VertexAttrib4Nubv} */ public static void nglVertexAttrib4Nubv(int index, long v) { GL20C.nglVertexAttrib4Nubv(index, v); } /** * Normalized unsigned byte pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4Nubv(@NativeType("GLuint") int index, @NativeType("GLubyte const *") ByteBuffer v) { GL20C.glVertexAttrib4Nubv(index, v); } // --- [ glVertexAttrib4Nusv ] --- /** Unsafe version of: {@link #glVertexAttrib4Nusv VertexAttrib4Nusv} */ public static void nglVertexAttrib4Nusv(int index, long v) { GL20C.nglVertexAttrib4Nusv(index, v); } /** * Normalized unsigned short pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4Nusv(@NativeType("GLuint") int index, @NativeType("GLushort const *") ShortBuffer v) { GL20C.glVertexAttrib4Nusv(index, v); } // --- [ glVertexAttrib4Nuiv ] --- /** Unsafe version of: {@link #glVertexAttrib4Nuiv VertexAttrib4Nuiv} */ public static void nglVertexAttrib4Nuiv(int index, long v) { GL20C.nglVertexAttrib4Nuiv(index, v); } /** * Normalized unsigned int pointer version of {@link #glVertexAttrib4f VertexAttrib4f}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttrib4Nuiv(@NativeType("GLuint") int index, @NativeType("GLuint const *") IntBuffer v) { GL20C.glVertexAttrib4Nuiv(index, v); } // --- [ glVertexAttribPointer ] --- /** Unsafe version of: {@link #glVertexAttribPointer VertexAttribPointer} */ public static void nglVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer) { GL20C.nglVertexAttribPointer(index, size, type, normalized, stride, pointer); } /** * Specifies the location and organization of a vertex attribute array. * * @param index the index of the generic vertex attribute to be modified * @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1234{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_SHORT SHORT}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_INT INT}{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL11#GL_DOUBLE DOUBLE}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}{@link GL41#GL_FIXED FIXED}
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed * @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in * the array. The initial value is 0. * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer * currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0. * * @see Reference Page */ public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer); } /** * Specifies the location and organization of a vertex attribute array. * * @param index the index of the generic vertex attribute to be modified * @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1234{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_SHORT SHORT}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_INT INT}{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL11#GL_DOUBLE DOUBLE}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}{@link GL41#GL_FIXED FIXED}
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed * @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in * the array. The initial value is 0. * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer * currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0. * * @see Reference Page */ public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) { GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer); } /** * Specifies the location and organization of a vertex attribute array. * * @param index the index of the generic vertex attribute to be modified * @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1234{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_SHORT SHORT}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_INT INT}{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL11#GL_DOUBLE DOUBLE}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}{@link GL41#GL_FIXED FIXED}
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed * @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in * the array. The initial value is 0. * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer * currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0. * * @see Reference Page */ public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") ShortBuffer pointer) { GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer); } /** * Specifies the location and organization of a vertex attribute array. * * @param index the index of the generic vertex attribute to be modified * @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1234{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_SHORT SHORT}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_INT INT}{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL11#GL_DOUBLE DOUBLE}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}{@link GL41#GL_FIXED FIXED}
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed * @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in * the array. The initial value is 0. * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer * currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0. * * @see Reference Page */ public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") IntBuffer pointer) { GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer); } /** * Specifies the location and organization of a vertex attribute array. * * @param index the index of the generic vertex attribute to be modified * @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1234{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_SHORT SHORT}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_INT INT}{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL11#GL_DOUBLE DOUBLE}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}{@link GL41#GL_FIXED FIXED}
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed * @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in * the array. The initial value is 0. * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer * currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0. * * @see Reference Page */ public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer) { GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer); } // --- [ glEnableVertexAttribArray ] --- /** * Enables a generic vertex attribute array. * * @param index the index of the generic vertex attribute to be enabled * * @see Reference Page */ public static void glEnableVertexAttribArray(@NativeType("GLuint") int index) { GL20C.glEnableVertexAttribArray(index); } // --- [ glDisableVertexAttribArray ] --- /** * Disables a generic vertex attribute array. * * @param index the index of the generic vertex attribute to be disabled * * @see Reference Page */ public static void glDisableVertexAttribArray(@NativeType("GLuint") int index) { GL20C.glDisableVertexAttribArray(index); } // --- [ glBindAttribLocation ] --- /** Unsafe version of: {@link #glBindAttribLocation BindAttribLocation} */ public static void nglBindAttribLocation(int program, int index, long name) { GL20C.nglBindAttribLocation(program, index, name); } /** * Associates a generic vertex attribute index with a named attribute variable. * * @param program the program object in which the association is to be made * @param index the index of the generic vertex attribute to be bound * @param name a null terminated string containing the name of the vertex shader attribute variable to which {@code index} is to be bound * * @see Reference Page */ public static void glBindAttribLocation(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLchar const *") ByteBuffer name) { GL20C.glBindAttribLocation(program, index, name); } /** * Associates a generic vertex attribute index with a named attribute variable. * * @param program the program object in which the association is to be made * @param index the index of the generic vertex attribute to be bound * @param name a null terminated string containing the name of the vertex shader attribute variable to which {@code index} is to be bound * * @see Reference Page */ public static void glBindAttribLocation(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLchar const *") CharSequence name) { GL20C.glBindAttribLocation(program, index, name); } // --- [ glGetActiveAttrib ] --- /** * Unsafe version of: {@link #glGetActiveAttrib GetActiveAttrib} * * @param maxLength the maximum number of characters OpenGL is allowed to write in the character buffer indicated by {@code name} */ public static void nglGetActiveAttrib(int program, int index, int maxLength, long length, long size, long type, long name) { GL20C.nglGetActiveAttrib(program, index, maxLength, length, size, type, name); } /** * Returns information about an active attribute variable for the specified program object. * * @param program the program object to be queried * @param index the index of the attribute variable to be queried * @param length the number of characters actually written by OpenGL in the string indicated by {@code name} (excluding the null terminator) if a value other than * {@code NULL} is passed * @param size the size of the attribute variable * @param type the data type of the attribute variable * @param name a null terminated string containing the name of the attribute variable * * @see Reference Page */ public static void glGetActiveAttrib(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type, @NativeType("GLchar *") ByteBuffer name) { GL20C.glGetActiveAttrib(program, index, length, size, type, name); } /** * Returns information about an active attribute variable for the specified program object. * * @param program the program object to be queried * @param index the index of the attribute variable to be queried * @param maxLength the maximum number of characters OpenGL is allowed to write in the character buffer indicated by {@code name} * @param size the size of the attribute variable * @param type the data type of the attribute variable * * @see Reference Page */ @NativeType("void") public static String glGetActiveAttrib(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLsizei") int maxLength, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type) { return GL20C.glGetActiveAttrib(program, index, maxLength, size, type); } /** * Returns information about an active attribute variable for the specified program object. * * @param program the program object to be queried * @param index the index of the attribute variable to be queried * @param size the size of the attribute variable * @param type the data type of the attribute variable * * @see Reference Page */ @NativeType("void") public static String glGetActiveAttrib(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type) { return glGetActiveAttrib(program, index, glGetProgrami(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH), size, type); } // --- [ glGetAttribLocation ] --- /** Unsafe version of: {@link #glGetAttribLocation GetAttribLocation} */ public static int nglGetAttribLocation(int program, long name) { return GL20C.nglGetAttribLocation(program, name); } /** * Returns the location of an attribute variable. * * @param program the program object to be queried * @param name a null terminated string containing the name of the attribute variable whose location is to be queried * * @see Reference Page */ @NativeType("GLint") public static int glGetAttribLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") ByteBuffer name) { return GL20C.glGetAttribLocation(program, name); } /** * Returns the location of an attribute variable. * * @param program the program object to be queried * @param name a null terminated string containing the name of the attribute variable whose location is to be queried * * @see Reference Page */ @NativeType("GLint") public static int glGetAttribLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") CharSequence name) { return GL20C.glGetAttribLocation(program, name); } // --- [ glGetVertexAttribiv ] --- /** Unsafe version of: {@link #glGetVertexAttribiv GetVertexAttribiv} */ public static void nglGetVertexAttribiv(int index, int pname, long params) { GL20C.nglGetVertexAttribiv(index, pname, params); } /** * Returns the integer value of a generic vertex attribute parameter. * * @param index the generic vertex attribute parameter to be queried * @param pname the symbolic name of the vertex attribute parameter to be queried. One of:
{@link GL15#GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING VERTEX_ATTRIB_ARRAY_BUFFER_BINDING}{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_ENABLED VERTEX_ATTRIB_ARRAY_ENABLED}
{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_SIZE VERTEX_ATTRIB_ARRAY_SIZE}{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_STRIDE VERTEX_ATTRIB_ARRAY_STRIDE}
{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_TYPE VERTEX_ATTRIB_ARRAY_TYPE}{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_NORMALIZED VERTEX_ATTRIB_ARRAY_NORMALIZED}
{@link GL20C#GL_CURRENT_VERTEX_ATTRIB CURRENT_VERTEX_ATTRIB}{@link GL30#GL_VERTEX_ATTRIB_ARRAY_INTEGER VERTEX_ATTRIB_ARRAY_INTEGER}
{@link GL33#GL_VERTEX_ATTRIB_ARRAY_DIVISOR VERTEX_ATTRIB_ARRAY_DIVISOR}
* @param params returns the requested data * * @see Reference Page */ public static void glGetVertexAttribiv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) { GL20C.glGetVertexAttribiv(index, pname, params); } /** * Returns the integer value of a generic vertex attribute parameter. * * @param index the generic vertex attribute parameter to be queried * @param pname the symbolic name of the vertex attribute parameter to be queried. One of:
{@link GL15#GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING VERTEX_ATTRIB_ARRAY_BUFFER_BINDING}{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_ENABLED VERTEX_ATTRIB_ARRAY_ENABLED}
{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_SIZE VERTEX_ATTRIB_ARRAY_SIZE}{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_STRIDE VERTEX_ATTRIB_ARRAY_STRIDE}
{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_TYPE VERTEX_ATTRIB_ARRAY_TYPE}{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_NORMALIZED VERTEX_ATTRIB_ARRAY_NORMALIZED}
{@link GL20C#GL_CURRENT_VERTEX_ATTRIB CURRENT_VERTEX_ATTRIB}{@link GL30#GL_VERTEX_ATTRIB_ARRAY_INTEGER VERTEX_ATTRIB_ARRAY_INTEGER}
{@link GL33#GL_VERTEX_ATTRIB_ARRAY_DIVISOR VERTEX_ATTRIB_ARRAY_DIVISOR}
* * @see Reference Page */ @NativeType("void") public static int glGetVertexAttribi(@NativeType("GLuint") int index, @NativeType("GLenum") int pname) { return GL20C.glGetVertexAttribi(index, pname); } // --- [ glGetVertexAttribfv ] --- /** Unsafe version of: {@link #glGetVertexAttribfv GetVertexAttribfv} */ public static void nglGetVertexAttribfv(int index, int pname, long params) { GL20C.nglGetVertexAttribfv(index, pname, params); } /** * Float version of {@link #glGetVertexAttribiv GetVertexAttribiv}. * * @param index the generic vertex attribute parameter to be queried * @param pname the symbolic name of the vertex attribute parameter to be queried * @param params returns the requested data * * @see Reference Page */ public static void glGetVertexAttribfv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) { GL20C.glGetVertexAttribfv(index, pname, params); } // --- [ glGetVertexAttribdv ] --- /** Unsafe version of: {@link #glGetVertexAttribdv GetVertexAttribdv} */ public static void nglGetVertexAttribdv(int index, int pname, long params) { GL20C.nglGetVertexAttribdv(index, pname, params); } /** * Double version of {@link #glGetVertexAttribiv GetVertexAttribiv}. * * @param index the generic vertex attribute parameter to be queried * @param pname the symbolic name of the vertex attribute parameter to be queried * @param params returns the requested data * * @see Reference Page */ public static void glGetVertexAttribdv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer params) { GL20C.glGetVertexAttribdv(index, pname, params); } // --- [ glGetVertexAttribPointerv ] --- /** Unsafe version of: {@link #glGetVertexAttribPointerv GetVertexAttribPointerv} */ public static void nglGetVertexAttribPointerv(int index, int pname, long pointer) { GL20C.nglGetVertexAttribPointerv(index, pname, pointer); } /** * Returns the address of the specified generic vertex attribute pointer. * * @param index the generic vertex attribute parameter to be queried * @param pname the symbolic name of the generic vertex attribute parameter to be returned. Must be:
{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_POINTER VERTEX_ATTRIB_ARRAY_POINTER}
* @param pointer the pointer value * * @see Reference Page */ public static void glGetVertexAttribPointerv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("void **") PointerBuffer pointer) { GL20C.glGetVertexAttribPointerv(index, pname, pointer); } /** * Returns the address of the specified generic vertex attribute pointer. * * @param index the generic vertex attribute parameter to be queried * @param pname the symbolic name of the generic vertex attribute parameter to be returned. Must be:
{@link GL20C#GL_VERTEX_ATTRIB_ARRAY_POINTER VERTEX_ATTRIB_ARRAY_POINTER}
* * @see Reference Page */ @NativeType("void") public static long glGetVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLenum") int pname) { return GL20C.glGetVertexAttribPointer(index, pname); } // --- [ glDrawBuffers ] --- /** * Unsafe version of: {@link #glDrawBuffers DrawBuffers} * * @param n the number of buffers in {@code bufs} */ public static void nglDrawBuffers(int n, long bufs) { GL20C.nglDrawBuffers(n, bufs); } /** * Specifies a list of color buffers to be drawn into. * * @param bufs an array of symbolic constants specifying the buffers into which fragment colors or data values will be written. One of:
{@link GL11#GL_NONE NONE}{@link GL11#GL_FRONT_LEFT FRONT_LEFT}{@link GL11#GL_FRONT_RIGHT FRONT_RIGHT}{@link GL11#GL_BACK_LEFT BACK_LEFT}{@link GL11#GL_BACK_RIGHT BACK_RIGHT}{@link GL30#GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT0}
GL30.GL_COLOR_ATTACHMENT[1-15]
* * @see Reference Page */ public static void glDrawBuffers(@NativeType("GLenum const *") IntBuffer bufs) { GL20C.glDrawBuffers(bufs); } /** * Specifies a list of color buffers to be drawn into. * * @see Reference Page */ public static void glDrawBuffers(@NativeType("GLenum const *") int buf) { GL20C.glDrawBuffers(buf); } // --- [ glBlendEquationSeparate ] --- /** * Sets the RGB blend equation and the alpha blend equation separately. * * @param modeRGB the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined. One of:
{@link GL14#GL_FUNC_ADD FUNC_ADD}{@link GL14#GL_FUNC_SUBTRACT FUNC_SUBTRACT}{@link GL14#GL_FUNC_REVERSE_SUBTRACT FUNC_REVERSE_SUBTRACT}{@link GL14#GL_MIN MIN}{@link GL14#GL_MAX MAX}
* @param modeAlpha the alpha blend equation, how the alpha component of the source and destination colors are combined * * @see Reference Page */ public static void glBlendEquationSeparate(@NativeType("GLenum") int modeRGB, @NativeType("GLenum") int modeAlpha) { GL20C.glBlendEquationSeparate(modeRGB, modeAlpha); } // --- [ glStencilOpSeparate ] --- /** * Sets front and/or back stencil test actions. * * @param face whether front and/or back stencil state is updated. One of:
{@link GL11#GL_FRONT FRONT}{@link GL11#GL_BACK BACK}{@link GL11#GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param sfail the action to take when the stencil test fails. The initial value is GL_KEEP. One of:
{@link GL11#GL_KEEP KEEP}{@link GL11#GL_ZERO ZERO}{@link GL11#GL_REPLACE REPLACE}{@link GL11#GL_INCR INCR}{@link GL14#GL_INCR_WRAP INCR_WRAP}{@link GL11#GL_DECR DECR}{@link GL14#GL_DECR_WRAP DECR_WRAP}{@link GL11#GL_INVERT INVERT}
* @param dpfail the stencil action when the stencil test passes, but the depth test fails. The initial value is GL_KEEP * @param dppass the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth * testing is not enabled. The initial value is GL_KEEP * * @see Reference Page */ public static void glStencilOpSeparate(@NativeType("GLenum") int face, @NativeType("GLenum") int sfail, @NativeType("GLenum") int dpfail, @NativeType("GLenum") int dppass) { GL20C.glStencilOpSeparate(face, sfail, dpfail, dppass); } // --- [ glStencilFuncSeparate ] --- /** * Sets front and/or back function and reference value for stencil testing. * * @param face whether front and/or back stencil state is updated. One of:
{@link GL11#GL_FRONT FRONT}{@link GL11#GL_BACK BACK}{@link GL11#GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param func the test function. The initial value is GL_ALWAYS. One of:
{@link GL11#GL_NEVER NEVER}{@link GL11#GL_LESS LESS}{@link GL11#GL_LEQUAL LEQUAL}{@link GL11#GL_GREATER GREATER}{@link GL11#GL_GEQUAL GEQUAL}{@link GL11#GL_EQUAL EQUAL}{@link GL11#GL_NOTEQUAL NOTEQUAL}{@link GL11#GL_ALWAYS ALWAYS}
* @param ref the reference value for the stencil test. {@code ref} is clamped to the range [0, 2n – 1], where {@code n} is the number of bitplanes in the stencil * buffer. The initial value is 0. * @param mask a mask that is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1's. * * @see Reference Page */ public static void glStencilFuncSeparate(@NativeType("GLenum") int face, @NativeType("GLenum") int func, @NativeType("GLint") int ref, @NativeType("GLuint") int mask) { GL20C.glStencilFuncSeparate(face, func, ref, mask); } // --- [ glStencilMaskSeparate ] --- /** * Controls the front and/or back writing of individual bits in the stencil planes. * * @param face whether front and/or back stencil writemask is updated. One of:
{@link GL11#GL_FRONT FRONT}{@link GL11#GL_BACK BACK}{@link GL11#GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param mask a bit mask to enable and disable writing of individual bits in the stencil planes. Initially, the mask is all 1's. * * @see Reference Page */ public static void glStencilMaskSeparate(@NativeType("GLenum") int face, @NativeType("GLuint") int mask) { GL20C.glStencilMaskSeparate(face, mask); } /** * Array version of: {@link #glShaderSource ShaderSource} * * @see Reference Page */ public static void glShaderSource(@NativeType("GLuint") int shader, @NativeType("GLchar const **") PointerBuffer strings, @Nullable @NativeType("GLint const *") int[] length) { GL20C.glShaderSource(shader, strings, length); } /** * Array version of: {@link #glUniform1fv Uniform1fv} * * @see Reference Page */ public static void glUniform1fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) { GL20C.glUniform1fv(location, value); } /** * Array version of: {@link #glUniform2fv Uniform2fv} * * @see Reference Page */ public static void glUniform2fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) { GL20C.glUniform2fv(location, value); } /** * Array version of: {@link #glUniform3fv Uniform3fv} * * @see Reference Page */ public static void glUniform3fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) { GL20C.glUniform3fv(location, value); } /** * Array version of: {@link #glUniform4fv Uniform4fv} * * @see Reference Page */ public static void glUniform4fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) { GL20C.glUniform4fv(location, value); } /** * Array version of: {@link #glUniform1iv Uniform1iv} * * @see Reference Page */ public static void glUniform1iv(@NativeType("GLint") int location, @NativeType("GLint const *") int[] value) { GL20C.glUniform1iv(location, value); } /** * Array version of: {@link #glUniform2iv Uniform2iv} * * @see Reference Page */ public static void glUniform2iv(@NativeType("GLint") int location, @NativeType("GLint const *") int[] value) { GL20C.glUniform2iv(location, value); } /** * Array version of: {@link #glUniform3iv Uniform3iv} * * @see Reference Page */ public static void glUniform3iv(@NativeType("GLint") int location, @NativeType("GLint const *") int[] value) { GL20C.glUniform3iv(location, value); } /** * Array version of: {@link #glUniform4iv Uniform4iv} * * @see Reference Page */ public static void glUniform4iv(@NativeType("GLint") int location, @NativeType("GLint const *") int[] value) { GL20C.glUniform4iv(location, value); } /** * Array version of: {@link #glUniformMatrix2fv UniformMatrix2fv} * * @see Reference Page */ public static void glUniformMatrix2fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL20C.glUniformMatrix2fv(location, transpose, value); } /** * Array version of: {@link #glUniformMatrix3fv UniformMatrix3fv} * * @see Reference Page */ public static void glUniformMatrix3fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL20C.glUniformMatrix3fv(location, transpose, value); } /** * Array version of: {@link #glUniformMatrix4fv UniformMatrix4fv} * * @see Reference Page */ public static void glUniformMatrix4fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL20C.glUniformMatrix4fv(location, transpose, value); } /** * Array version of: {@link #glGetShaderiv GetShaderiv} * * @see Reference Page */ public static void glGetShaderiv(@NativeType("GLuint") int shader, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) { GL20C.glGetShaderiv(shader, pname, params); } /** * Array version of: {@link #glGetProgramiv GetProgramiv} * * @see Reference Page */ public static void glGetProgramiv(@NativeType("GLuint") int program, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) { GL20C.glGetProgramiv(program, pname, params); } /** * Array version of: {@link #glGetShaderInfoLog GetShaderInfoLog} * * @see Reference Page */ public static void glGetShaderInfoLog(@NativeType("GLuint") int shader, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLchar *") ByteBuffer infoLog) { GL20C.glGetShaderInfoLog(shader, length, infoLog); } /** * Array version of: {@link #glGetProgramInfoLog GetProgramInfoLog} * * @see Reference Page */ public static void glGetProgramInfoLog(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLchar *") ByteBuffer infoLog) { GL20C.glGetProgramInfoLog(program, length, infoLog); } /** * Array version of: {@link #glGetAttachedShaders GetAttachedShaders} * * @see Reference Page */ public static void glGetAttachedShaders(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") int[] count, @NativeType("GLuint *") int[] shaders) { GL20C.glGetAttachedShaders(program, count, shaders); } /** * Array version of: {@link #glGetActiveUniform GetActiveUniform} * * @see Reference Page */ public static void glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLint *") int[] size, @NativeType("GLenum *") int[] type, @NativeType("GLchar *") ByteBuffer name) { GL20C.glGetActiveUniform(program, index, length, size, type, name); } /** * Array version of: {@link #glGetUniformfv GetUniformfv} * * @see Reference Page */ public static void glGetUniformfv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat *") float[] params) { GL20C.glGetUniformfv(program, location, params); } /** * Array version of: {@link #glGetUniformiv GetUniformiv} * * @see Reference Page */ public static void glGetUniformiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint *") int[] params) { GL20C.glGetUniformiv(program, location, params); } /** * Array version of: {@link #glGetShaderSource GetShaderSource} * * @see Reference Page */ public static void glGetShaderSource(@NativeType("GLuint") int shader, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLchar *") ByteBuffer source) { GL20C.glGetShaderSource(shader, length, source); } /** * Array version of: {@link #glVertexAttrib1fv VertexAttrib1fv} * * @see Reference Page */ public static void glVertexAttrib1fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) { GL20C.glVertexAttrib1fv(index, v); } /** * Array version of: {@link #glVertexAttrib1sv VertexAttrib1sv} * * @see Reference Page */ public static void glVertexAttrib1sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) { GL20C.glVertexAttrib1sv(index, v); } /** * Array version of: {@link #glVertexAttrib1dv VertexAttrib1dv} * * @see Reference Page */ public static void glVertexAttrib1dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) { GL20C.glVertexAttrib1dv(index, v); } /** * Array version of: {@link #glVertexAttrib2fv VertexAttrib2fv} * * @see Reference Page */ public static void glVertexAttrib2fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) { GL20C.glVertexAttrib2fv(index, v); } /** * Array version of: {@link #glVertexAttrib2sv VertexAttrib2sv} * * @see Reference Page */ public static void glVertexAttrib2sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) { GL20C.glVertexAttrib2sv(index, v); } /** * Array version of: {@link #glVertexAttrib2dv VertexAttrib2dv} * * @see Reference Page */ public static void glVertexAttrib2dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) { GL20C.glVertexAttrib2dv(index, v); } /** * Array version of: {@link #glVertexAttrib3fv VertexAttrib3fv} * * @see Reference Page */ public static void glVertexAttrib3fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) { GL20C.glVertexAttrib3fv(index, v); } /** * Array version of: {@link #glVertexAttrib3sv VertexAttrib3sv} * * @see Reference Page */ public static void glVertexAttrib3sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) { GL20C.glVertexAttrib3sv(index, v); } /** * Array version of: {@link #glVertexAttrib3dv VertexAttrib3dv} * * @see Reference Page */ public static void glVertexAttrib3dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) { GL20C.glVertexAttrib3dv(index, v); } /** * Array version of: {@link #glVertexAttrib4fv VertexAttrib4fv} * * @see Reference Page */ public static void glVertexAttrib4fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) { GL20C.glVertexAttrib4fv(index, v); } /** * Array version of: {@link #glVertexAttrib4sv VertexAttrib4sv} * * @see Reference Page */ public static void glVertexAttrib4sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) { GL20C.glVertexAttrib4sv(index, v); } /** * Array version of: {@link #glVertexAttrib4dv VertexAttrib4dv} * * @see Reference Page */ public static void glVertexAttrib4dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) { GL20C.glVertexAttrib4dv(index, v); } /** * Array version of: {@link #glVertexAttrib4iv VertexAttrib4iv} * * @see Reference Page */ public static void glVertexAttrib4iv(@NativeType("GLuint") int index, @NativeType("GLint const *") int[] v) { GL20C.glVertexAttrib4iv(index, v); } /** * Array version of: {@link #glVertexAttrib4usv VertexAttrib4usv} * * @see Reference Page */ public static void glVertexAttrib4usv(@NativeType("GLuint") int index, @NativeType("GLushort const *") short[] v) { GL20C.glVertexAttrib4usv(index, v); } /** * Array version of: {@link #glVertexAttrib4uiv VertexAttrib4uiv} * * @see Reference Page */ public static void glVertexAttrib4uiv(@NativeType("GLuint") int index, @NativeType("GLuint const *") int[] v) { GL20C.glVertexAttrib4uiv(index, v); } /** * Array version of: {@link #glVertexAttrib4Nsv VertexAttrib4Nsv} * * @see Reference Page */ public static void glVertexAttrib4Nsv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) { GL20C.glVertexAttrib4Nsv(index, v); } /** * Array version of: {@link #glVertexAttrib4Niv VertexAttrib4Niv} * * @see Reference Page */ public static void glVertexAttrib4Niv(@NativeType("GLuint") int index, @NativeType("GLint const *") int[] v) { GL20C.glVertexAttrib4Niv(index, v); } /** * Array version of: {@link #glVertexAttrib4Nusv VertexAttrib4Nusv} * * @see Reference Page */ public static void glVertexAttrib4Nusv(@NativeType("GLuint") int index, @NativeType("GLushort const *") short[] v) { GL20C.glVertexAttrib4Nusv(index, v); } /** * Array version of: {@link #glVertexAttrib4Nuiv VertexAttrib4Nuiv} * * @see Reference Page */ public static void glVertexAttrib4Nuiv(@NativeType("GLuint") int index, @NativeType("GLuint const *") int[] v) { GL20C.glVertexAttrib4Nuiv(index, v); } /** * Array version of: {@link #glGetActiveAttrib GetActiveAttrib} * * @see Reference Page */ public static void glGetActiveAttrib(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLint *") int[] size, @NativeType("GLenum *") int[] type, @NativeType("GLchar *") ByteBuffer name) { GL20C.glGetActiveAttrib(program, index, length, size, type, name); } /** * Array version of: {@link #glGetVertexAttribiv GetVertexAttribiv} * * @see Reference Page */ public static void glGetVertexAttribiv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) { GL20C.glGetVertexAttribiv(index, pname, params); } /** * Array version of: {@link #glGetVertexAttribfv GetVertexAttribfv} * * @see Reference Page */ public static void glGetVertexAttribfv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) { GL20C.glGetVertexAttribfv(index, pname, params); } /** * Array version of: {@link #glGetVertexAttribdv GetVertexAttribdv} * * @see Reference Page */ public static void glGetVertexAttribdv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] params) { GL20C.glGetVertexAttribdv(index, pname, params); } /** * Array version of: {@link #glDrawBuffers DrawBuffers} * * @see Reference Page */ public static void glDrawBuffers(@NativeType("GLenum const *") int[] bufs) { GL20C.glDrawBuffers(bufs); } }




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