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A royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.

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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.opengles;

import org.lwjgl.system.*;

import static org.lwjgl.system.Checks.*;

/**
 * Virtual Reality (VR) applications often involve a post-processing step to apply a "barrel" distortion to the rendered image to correct the "pincushion"
 * distortion introduced by the optics in a VR device. The barrel distorted image has lower resolution along the edges compared to the center. Since the
 * original image is rendered at high resolution, which is uniform across the complete image, a lot of pixels towards the edges do not make it to the
 * final post-processed image.
 * 
 * 

This extension also provides a mechanism to render VR scenes at a non-uniform resolution, in particular a resolution that falls linearly from the * center towards the edges. This is achieved by scaling the "w" coordinate of the vertices in the clip space before perspective divide. The clip space * "w" coordinate of the vertices may be offset as of a function of "x" and "y" coordinates as follows:

* *
 * w' = w + Ax + By
* *

In the intended use case for viewport position scaling, an application should use a set of 4 viewports, one for each of the 4 quadrants of a Cartesian * coordinate system. Each viewport is set to the dimension of the image, but is scissored to the quadrant it represents. The application should specify A * and B coefficients of the w-scaling equation above, that have the same value, but different signs, for each of the viewports. The signs of A and B * should match the signs of X and Y for the quadrant that they represent such that the value of "w'" will always be greater than or equal to the original * "w" value for the entire image. Since the offset to "w", (Ax + By), is always positive and increases with the absolute values of "x" and "y", the * effective resolution will fall off linearly from the center of the image to its edges.

* *

Requires {@link NVViewportArray NV_viewport_array} or {@link OESViewportArray OES_viewport_array}.

*/ public class NVClipSpaceWScaling { /** Accepted by the {@code cap} parameter of Enable, Disable, IsEnabled. */ public static final int GL_VIEWPORT_POSITION_W_SCALE_NV = 0x937C; /** Accepted by the {@code pname} parameter of GetBooleani_v, GetDoublei_v, GetIntegeri_v, GetFloati_v, and GetInteger64i_v. */ public static final int GL_VIEWPORT_POSITION_W_SCALE_X_COEFF = 0x937D, GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF = 0x937E; static { GLES.initialize(); } protected NVClipSpaceWScaling() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glViewportPositionWScaleNV ); } // --- [ glViewportPositionWScaleNV ] --- /** * If {@link #GL_VIEWPORT_POSITION_W_SCALE_NV VIEWPORT_POSITION_W_SCALE_NV} is enabled, the w coordinates for each primitive sent to a given viewport will be scaled as a function of its x and y * coordinates using the following equation: * *
     * w' = xcoeff * x + ycoeff * y + w;
* *

The coefficients for "x" and "y" used in the above equation depend on the viewport index, and are controlled by this command.

* *

The viewport specified by {@code index} has its coefficients for "x" and "y" set to the {@code xcoeff} and {@code ycoeff} values. Specifying these * coefficients enables rendering images at a non-uniform resolution, in particular a resolution that falls off linearly from the center towards the * edges, which is useful for VR applications. VR applications often involve a post-processing step to apply a "barrel" distortion to the rendered image * to correct the "pincushion" distortion introduced by the optics in a VR device. The barrel distorted image, has lower resolution along the edges * compared to the center. Since the original image is rendered at high resolution, which is uniform across the complete image, a lot of pixels towards * the edges do not make it to the final post-processed image. VR applications may use the w-scaling to minimize the processing of unused fragments. To * achieve the intended effect, applications should use a set of 4 viewports one for each of the 4 quadrants of a Cartesian coordinate system. Each * viewport is set to the dimension of the image, but is scissored to the quadrant it represents. The application should specify the x and y coefficients * of the w-scaling equation above, that have the same value, but different signs, for each of the viewports. The signs of {@code xcoeff} and * {@code ycoeff} should match the signs of X and Y for the quadrant that they represent such that the value of "w'" will always be greater than or equal * to the original "w" value for the entire image. Since the offset to "w", (Ax + By), is always positive and increases with the absolute values of "x" * and "y", the effective resolution will fall off linearly from the center of the image to its edges.

* * @param index the viewport index * @param xcoeff the x coefficient * @param ycoeff the y coefficient */ public static native void glViewportPositionWScaleNV(@NativeType("GLuint") int index, @NativeType("GLfloat") float xcoeff, @NativeType("GLfloat") float ycoeff); }




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