aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java
diff options
context:
space:
mode:
Diffstat (limited to 'src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java')
-rw-r--r--src/jogl/classes/javax/media/opengl/fixedfunc/GLMatrixFunc.java175
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);
}