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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 java.nio.*;

import org.lwjgl.system.*;

import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

/**
 * Native bindings to the NV_viewport_array extension.
 * 
 * 

OpenGL ES is modeled on a pipeline of operations. The final stage in this pipeline before rasterization is the viewport transformation. This stage * transforms vertices from view space into window coordinates and allows the application to specify a rectangular region of screen space into which * OpenGL should draw primitives. Unextended OpenGL implementations provide a single viewport per context. In order to draw primitives into multiple * viewports, the OpenGL viewport may be changed between several draw calls. With the advent of Geometry Shaders, it has become possible for an * application to amplify geometry and produce multiple output primitives for each primitive input to the Geometry Shader. It is possible to direct these * primitives to render into a selected render target. However, all render targets share the same, global OpenGL viewport.

* *

This extension enhances OpenGL by providing a mechanism to expose multiple viewports. Each viewport is specified as a rectangle. The destination * viewport may be selected per-primitive by the geometry shader. This allows the Geometry Shader to produce different versions of primitives destined for * separate viewport rectangles on the same surface. Additionally, when combined with multiple framebuffer attachments, it allows a different viewport * rectangle to be selected for each. This extension also exposes a separate scissor rectangle for each viewport. Finally, the viewport bounds are now * floating point quantities allowing fractional pixel offsets to be applied during the viewport transform.

* *

Requires {@link GLES31 GLES 3.1} and {@link EXTGeometryShader EXT_geometry_shader}.

*/ public class NVViewportArray { /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetInteger64v. */ public static final int GL_MAX_VIEWPORTS_NV = 0x825B, GL_VIEWPORT_SUBPIXEL_BITS_NV = 0x825C, GL_VIEWPORT_BOUNDS_RANGE_NV = 0x825D, GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV = 0x825F; static { GLES.initialize(); } protected NVViewportArray() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glViewportArrayvNV, caps.glViewportIndexedfNV, caps.glViewportIndexedfvNV, caps.glScissorArrayvNV, caps.glScissorIndexedNV, caps.glScissorIndexedvNV, caps.glDepthRangeArrayfvNV, caps.glDepthRangeIndexedfNV, caps.glGetFloati_vNV, caps.glEnableiNV, caps.glDisableiNV, caps.glIsEnablediNV ); } // --- [ glViewportArrayvNV ] --- public static native void nglViewportArrayvNV(int first, int count, long v); public static void glViewportArrayvNV(@NativeType("GLuint") int first, @NativeType("const GLfloat *") FloatBuffer v) { nglViewportArrayvNV(first, v.remaining() >> 2, memAddress(v)); } // --- [ glViewportIndexedfNV ] --- public static native void glViewportIndexedfNV(@NativeType("GLuint") int index, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float w, @NativeType("GLfloat") float h); // --- [ glViewportIndexedfvNV ] --- public static native void nglViewportIndexedfvNV(int index, long v); public static void glViewportIndexedfvNV(@NativeType("GLuint") int index, @NativeType("const GLfloat *") FloatBuffer v) { if (CHECKS) { check(v, 4); } nglViewportIndexedfvNV(index, memAddress(v)); } // --- [ glScissorArrayvNV ] --- public static native void nglScissorArrayvNV(int first, int count, long v); public static void glScissorArrayvNV(@NativeType("GLuint") int first, @NativeType("const GLint *") IntBuffer v) { nglScissorArrayvNV(first, v.remaining() >> 2, memAddress(v)); } // --- [ glScissorIndexedNV ] --- public static native void glScissorIndexedNV(@NativeType("GLuint") int index, @NativeType("GLint") int left, @NativeType("GLint") int bottom, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height); // --- [ glScissorIndexedvNV ] --- public static native void nglScissorIndexedvNV(int index, long v); public static void glScissorIndexedvNV(@NativeType("GLuint") int index, @NativeType("const GLint *") IntBuffer v) { if (CHECKS) { check(v, 4); } nglScissorIndexedvNV(index, memAddress(v)); } // --- [ glDepthRangeArrayfvNV ] --- public static native void nglDepthRangeArrayfvNV(int first, int count, long v); public static void glDepthRangeArrayfvNV(@NativeType("GLuint") int first, @NativeType("const GLfloat *") FloatBuffer v) { nglDepthRangeArrayfvNV(first, v.remaining() >> 1, memAddress(v)); } // --- [ glDepthRangeIndexedfNV ] --- public static native void glDepthRangeIndexedfNV(@NativeType("GLuint") int index, @NativeType("GLfloat") float n, @NativeType("GLfloat") float f); // --- [ glGetFloati_vNV ] --- public static native void nglGetFloati_vNV(int target, int index, long data); public static void glGetFloati_vNV(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLfloat *") FloatBuffer data) { if (CHECKS) { check(data, 1); } nglGetFloati_vNV(target, index, memAddress(data)); } @NativeType("void") public static float glGetFloatiNV(@NativeType("GLenum") int target, @NativeType("GLuint") int index) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { FloatBuffer data = stack.callocFloat(1); nglGetFloati_vNV(target, index, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glEnableiNV ] --- public static native void glEnableiNV(@NativeType("GLenum") int target, @NativeType("GLuint") int index); // --- [ glDisableiNV ] --- public static native void glDisableiNV(@NativeType("GLenum") int target, @NativeType("GLuint") int index); // --- [ glIsEnablediNV ] --- @NativeType("GLboolean") public static native boolean glIsEnablediNV(@NativeType("GLenum") int target, @NativeType("GLuint") int index); /** Array version of: {@link #glViewportArrayvNV ViewportArrayvNV} */ public static void glViewportArrayvNV(@NativeType("GLuint") int first, @NativeType("const GLfloat *") float[] v) { long __functionAddress = GLES.getICD().glViewportArrayvNV; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, first, v.length >> 2, v); } /** Array version of: {@link #glViewportIndexedfvNV ViewportIndexedfvNV} */ public static void glViewportIndexedfvNV(@NativeType("GLuint") int index, @NativeType("const GLfloat *") float[] v) { long __functionAddress = GLES.getICD().glViewportIndexedfvNV; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(__functionAddress, index, v); } /** Array version of: {@link #glScissorArrayvNV ScissorArrayvNV} */ public static void glScissorArrayvNV(@NativeType("GLuint") int first, @NativeType("const GLint *") int[] v) { long __functionAddress = GLES.getICD().glScissorArrayvNV; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, first, v.length >> 2, v); } /** Array version of: {@link #glScissorIndexedvNV ScissorIndexedvNV} */ public static void glScissorIndexedvNV(@NativeType("GLuint") int index, @NativeType("const GLint *") int[] v) { long __functionAddress = GLES.getICD().glScissorIndexedvNV; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(__functionAddress, index, v); } /** Array version of: {@link #glDepthRangeArrayfvNV DepthRangeArrayfvNV} */ public static void glDepthRangeArrayfvNV(@NativeType("GLuint") int first, @NativeType("const GLfloat *") float[] v) { long __functionAddress = GLES.getICD().glDepthRangeArrayfvNV; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, first, v.length >> 1, v); } /** Array version of: {@link #glGetFloati_vNV GetFloati_vNV} */ public static void glGetFloati_vNV(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLfloat *") float[] data) { long __functionAddress = GLES.getICD().glGetFloati_vNV; if (CHECKS) { check(__functionAddress); check(data, 1); } callPV(__functionAddress, target, index, data); } }




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