diff options
Diffstat (limited to 'src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java')
-rw-r--r-- | src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java | 175 |
1 files changed, 114 insertions, 61 deletions
diff --git a/src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java b/src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java index a34d490c0..9fee0a2e2 100644 --- a/src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java +++ b/src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java @@ -31,69 +31,122 @@ package javax.media.opengl.fixedfunc; import java.nio.*; +import javax.media.opengl.GL; + +/** + * Subset of OpenGL fixed function pipeline's matrix operations. + */ public interface GLMatrixFunc { - public static final int GL_MATRIX_MODE = 0x0BA0; - public static final int GL_MODELVIEW = 0x1700; - public static final int GL_PROJECTION = 0x1701; - // public static final int GL_TEXTURE = 0x1702; // Use GL.GL_TEXTURE due to ambiguous GL usage - public static final int GL_MODELVIEW_MATRIX = 0x0BA6; - public static final int GL_PROJECTION_MATRIX = 0x0BA7; - public static final int GL_TEXTURE_MATRIX = 0x0BA8; - - /** - * glGetFloatv - * @param pname GL_MODELVIEW_MATRIX, GL_PROJECTION_MATRIX or GL_TEXTURE_MATRIX - * @param params the FloatBuffer's position remains unchanged, - * which is the same behavior than the native JOGL GL impl - */ - public void glGetFloatv(int pname, java.nio.FloatBuffer params); - public void glGetFloatv(int pname, float[] params, int params_offset); - /** - * glGetIntegerv - * @param pname GL_MATRIX_MODE - * @param params the FloatBuffer's position remains unchanged - * which is the same behavior than the native JOGL GL impl - */ - public void glGetIntegerv(int pname, IntBuffer params); - public void glGetIntegerv(int pname, int[] params, int params_offset); - - /** - * sets the current matrix - * @param pname GL_MODELVIEW, GL_PROJECTION or GL.GL_TEXTURE - */ - public void glMatrixMode(int mode) ; - - public void glPushMatrix(); - public void glPopMatrix(); - - public void glLoadIdentity() ; - - /** - * glLoadMatrixf - * @param params the FloatBuffer's position remains unchanged, - * which is the same behavior than the native JOGL GL impl - */ - public void glLoadMatrixf(java.nio.FloatBuffer m) ; - public void glLoadMatrixf(float[] m, int m_offset); - - /** - * glMultMatrixf - * @param m the FloatBuffer's position remains unchanged, - * which is the same behavior than the native JOGL GL impl - */ - public void glMultMatrixf(java.nio.FloatBuffer m) ; - public void glMultMatrixf(float[] m, int m_offset); - - public void glTranslatef(float x, float y, float z) ; - - public void glRotatef(float angle, float x, float y, float z); - - public void glScalef(float x, float y, float z) ; - - public void glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) ; - - public void glFrustumf(float left, float right, float bottom, float top, float zNear, float zFar); + public static final int GL_MATRIX_MODE = 0x0BA0; + /** Matrix mode modelview */ + public static final int GL_MODELVIEW = 0x1700; + /** Matrix mode projection */ + public static final int GL_PROJECTION = 0x1701; + // public static final int GL_TEXTURE = 0x1702; // Use GL.GL_TEXTURE due to ambiguous GL usage + /** Matrix access name for modelview */ + public static final int GL_MODELVIEW_MATRIX = 0x0BA6; + /** Matrix access name for projection */ + public static final int GL_PROJECTION_MATRIX = 0x0BA7; + /** Matrix access name for texture */ + public static final int GL_TEXTURE_MATRIX = 0x0BA8; + + /** + * Copy the named matrix into the given storage. + * @param pname {@link #GL_MODELVIEW_MATRIX}, {@link #GL_PROJECTION_MATRIX} or {@link #GL_TEXTURE_MATRIX} + * @param params the FloatBuffer's position remains unchanged, + * which is the same behavior than the native JOGL GL impl + */ + public void glGetFloatv(int pname, java.nio.FloatBuffer params); + + /** + * Copy the named matrix to the given storage at offset. + * @param pname {@link #GL_MODELVIEW_MATRIX}, {@link #GL_PROJECTION_MATRIX} or {@link #GL_TEXTURE_MATRIX} + * @param params storage + * @param params_offset storage offset + */ + public void glGetFloatv(int pname, float[] params, int params_offset); + + /** + * glGetIntegerv + * @param pname {@link #GL_MATRIX_MODE} to receive the current matrix mode + * @param params the FloatBuffer's position remains unchanged + * which is the same behavior than the native JOGL GL impl + */ + public void glGetIntegerv(int pname, IntBuffer params); + public void glGetIntegerv(int pname, int[] params, int params_offset); + + /** + * Sets the current matrix mode. + * @param mode {@link #GL_MODELVIEW}, {@link #GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}. + */ + public void glMatrixMode(int mode) ; + + /** + * Push the current matrix to it's stack, while preserving it's values. + * <p> + * There exist one stack per matrix mode, i.e. {@link #GL_MODELVIEW}, {@link #GL_PROJECTION} and {@link GL#GL_TEXTURE GL_TEXTURE}. + * </p> + */ + public void glPushMatrix(); + + /** + * Pop the current matrix from it's stack. + * @see #glPushMatrix() + */ + public void glPopMatrix(); + + /** + * Load the current matrix with the identity matrix + */ + public void glLoadIdentity() ; + + /** + * Load the current matrix w/ the provided one. + * @param params the FloatBuffer's position remains unchanged, + * which is the same behavior than the native JOGL GL impl + */ + public void glLoadMatrixf(java.nio.FloatBuffer m) ; + /** + * Load the current matrix w/ the provided one. + */ + public void glLoadMatrixf(float[] m, int m_offset); + + /** + * Multiply the current matrix + * @param m the FloatBuffer's position remains unchanged, + * which is the same behavior than the native JOGL GL impl + */ + public void glMultMatrixf(java.nio.FloatBuffer m) ; + /** + * Multiply the current matrix + */ + public void glMultMatrixf(float[] m, int m_offset); + + /** + * Translate the current matrix. + */ + public void glTranslatef(float x, float y, float z) ; + + /** + * Rotate the current matrix. + */ + public void glRotatef(float angle, float x, float y, float z); + + /** + * Scale the current matrix. + */ + public void glScalef(float x, float y, float z) ; + + /** + * {@link #glMultMatrixf(FloatBuffer) Multiply} the current matrix with the orthogonal matrix. + */ + public void glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) ; + + /** + * {@link #glMultMatrixf(FloatBuffer) Multiply} the current matrix with the frustum matrix. + */ + public void glFrustumf(float left, float right, float bottom, float top, float zNear, float zFar); } |