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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 OES_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 ES should draw primitives. Unextended OpenGL ES implementations provide a single viewport per context. In order to draw primitives into multiple * viewports, the OpenGL ES 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 ES viewport.

* *

This extension enhances OpenGL ES 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 GLES32 GLES32}, {@link EXTGeometryShader EXT_geometry_shader} or {@link OESGeometryShader OES_geometry_shader}.

*/ public class OESViewportArray { /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetInteger64v. */ public static final int GL_MAX_VIEWPORTS_OES = 0x825B, GL_VIEWPORT_SUBPIXEL_BITS_OES = 0x825C, GL_VIEWPORT_BOUNDS_RANGE_OES = 0x825D, GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES = 0x825F; static { GLES.initialize(); } protected OESViewportArray() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glViewportArrayvOES, caps.glViewportIndexedfOES, caps.glViewportIndexedfvOES, caps.glScissorArrayvOES, caps.glScissorIndexedOES, caps.glScissorIndexedvOES, caps.glDepthRangeArrayfvOES, caps.glDepthRangeIndexedfOES, caps.glGetFloati_vOES ); } // --- [ glViewportArrayvOES ] --- public static native void nglViewportArrayvOES(int first, int count, long v); public static void glViewportArrayvOES(@NativeType("GLuint") int first, @NativeType("const GLfloat *") FloatBuffer v) { nglViewportArrayvOES(first, v.remaining() >> 2, memAddress(v)); } // --- [ glViewportIndexedfOES ] --- public static native void glViewportIndexedfOES(@NativeType("GLuint") int index, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float w, @NativeType("GLfloat") float h); // --- [ glViewportIndexedfvOES ] --- public static native void nglViewportIndexedfvOES(int index, long v); public static void glViewportIndexedfvOES(@NativeType("GLuint") int index, @NativeType("const GLfloat *") FloatBuffer v) { if (CHECKS) { check(v, 4); } nglViewportIndexedfvOES(index, memAddress(v)); } // --- [ glScissorArrayvOES ] --- public static native void nglScissorArrayvOES(int first, int count, long v); public static void glScissorArrayvOES(@NativeType("GLuint") int first, @NativeType("const GLint *") IntBuffer v) { nglScissorArrayvOES(first, v.remaining() >> 2, memAddress(v)); } // --- [ glScissorIndexedOES ] --- public static native void glScissorIndexedOES(@NativeType("GLuint") int index, @NativeType("GLint") int left, @NativeType("GLint") int bottom, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height); // --- [ glScissorIndexedvOES ] --- public static native void nglScissorIndexedvOES(int index, long v); public static void glScissorIndexedvOES(@NativeType("GLuint") int index, @NativeType("const GLint *") IntBuffer v) { if (CHECKS) { check(v, 4); } nglScissorIndexedvOES(index, memAddress(v)); } // --- [ glDepthRangeArrayfvOES ] --- public static native void nglDepthRangeArrayfvOES(int first, int count, long v); public static void glDepthRangeArrayfvOES(@NativeType("GLuint") int first, @NativeType("const GLfloat *") FloatBuffer v) { nglDepthRangeArrayfvOES(first, v.remaining() >> 1, memAddress(v)); } // --- [ glDepthRangeIndexedfOES ] --- public static native void glDepthRangeIndexedfOES(@NativeType("GLuint") int index, @NativeType("GLfloat") float n, @NativeType("GLfloat") float f); // --- [ glGetFloati_vOES ] --- public static native void nglGetFloati_vOES(int target, int index, long data); public static void glGetFloati_vOES(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLfloat *") FloatBuffer data) { if (CHECKS) { check(data, 1); } nglGetFloati_vOES(target, index, memAddress(data)); } @NativeType("void") public static float glGetFloatiOES(@NativeType("GLenum") int target, @NativeType("GLuint") int index) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { FloatBuffer data = stack.callocFloat(1); nglGetFloati_vOES(target, index, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glEnableiOES ] --- public static native void glEnableiOES(@NativeType("GLenum") int target, @NativeType("GLuint") int index); // --- [ glDisableiOES ] --- public static native void glDisableiOES(@NativeType("GLenum") int target, @NativeType("GLuint") int index); // --- [ glIsEnablediOES ] --- @NativeType("GLboolean") public static native boolean glIsEnablediOES(@NativeType("GLenum") int target, @NativeType("GLuint") int index); /** Array version of: {@link #glViewportArrayvOES ViewportArrayvOES} */ public static void glViewportArrayvOES(@NativeType("GLuint") int first, @NativeType("const GLfloat *") float[] v) { long __functionAddress = GLES.getICD().glViewportArrayvOES; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, first, v.length >> 2, v); } /** Array version of: {@link #glViewportIndexedfvOES ViewportIndexedfvOES} */ public static void glViewportIndexedfvOES(@NativeType("GLuint") int index, @NativeType("const GLfloat *") float[] v) { long __functionAddress = GLES.getICD().glViewportIndexedfvOES; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(__functionAddress, index, v); } /** Array version of: {@link #glScissorArrayvOES ScissorArrayvOES} */ public static void glScissorArrayvOES(@NativeType("GLuint") int first, @NativeType("const GLint *") int[] v) { long __functionAddress = GLES.getICD().glScissorArrayvOES; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, first, v.length >> 2, v); } /** Array version of: {@link #glScissorIndexedvOES ScissorIndexedvOES} */ public static void glScissorIndexedvOES(@NativeType("GLuint") int index, @NativeType("const GLint *") int[] v) { long __functionAddress = GLES.getICD().glScissorIndexedvOES; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(__functionAddress, index, v); } /** Array version of: {@link #glDepthRangeArrayfvOES DepthRangeArrayfvOES} */ public static void glDepthRangeArrayfvOES(@NativeType("GLuint") int first, @NativeType("const GLfloat *") float[] v) { long __functionAddress = GLES.getICD().glDepthRangeArrayfvOES; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, first, v.length >> 1, v); } /** Array version of: {@link #glGetFloati_vOES GetFloati_vOES} */ public static void glGetFloati_vOES(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLfloat *") float[] data) { long __functionAddress = GLES.getICD().glGetFloati_vOES; if (CHECKS) { check(__functionAddress); check(data, 1); } callPV(__functionAddress, target, index, data); } }




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