/** * Copyright 2009 Sun Microsystems, Inc. All Rights Reserved. * Copyright 2010 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl; /** *
The base interface from which all GL profiles derive, providing * checked conversion down to concrete profiles, access to the * OpenGL context associated with the GL and extension/function * availability queries as described below.
* * While the APIs for vendor extensions are unconditionally
* exposed, the underlying functions may not be present. The method
* {@link #isFunctionAvailable} should be used to query the
* availability of any non-core function before it is used for the
* first time; for example,
* gl.isFunctionAvailable("glProgramStringARB")
. On
* certain platforms (Windows in particular), the most "core"
* functionality is only OpenGL 1.1, so in theory any routines first
* exposed in OpenGL 1.2, 1.3, and 1.4, 1.5, or 2.0 as well as vendor
* extensions should all be queried. Calling an unavailable function
* will cause a {@link GLException} to be raised.
gl.isExtensionAvailable("GL_ARB_vertex_program");
.
* However, in this case it is up to the end user to know which
* routines or functionality are associated with which OpenGL
* extensions. It may also be used to test for the availability of a
* particular version of OpenGL: for example,
* gl.isExtensionAvailable("GL_VERSION_1_5");
.
*
* Exceptions to the window system extension naming rules: * *
* */ public interface GLBase { /** * Indicates whether this GL object conforms to any of the OpenGL profiles. */ public boolean isGL(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 4.0 compatibility profile. * The GL4 compatibility profile includes the GL2, GL2ES1, GL2ES2, GL3, GL3bc and GL4 profile. * @see GLContext#isGL4bc() */ public boolean isGL4bc(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 4.0 core profile. * The GL4 core profile includes the GL2ES2, and GL3 profile. * @see GLContext#isGL4() */ public boolean isGL4(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 3.1 compatibility profile. * The GL3 compatibility profile includes the GL2, GL2ES1, GL2ES2 and GL3 profile. * @see GLContext#isGL3bc() */ public boolean isGL3bc(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 3.1 core profile. * The GL3 core profile includes the GL2ES2 profile. * @see GLContext#isGL3() */ public boolean isGL3(); /** * Indicates whether this GL object conforms to the OpenGL ≤ 3.0 profile. * The GL2 profile includes the GL2ES1 and GL2ES2 profile. * @see GLContext#isGL2() */ public boolean isGL2(); /** * Indicates whether this GL object conforms to the OpenGL ES ≥ 1.0 profile. * @see GLContext#isGLES1() */ public boolean isGLES1(); /** * Indicates whether this GL object conforms to the OpenGL ES ≥ 2.0 profile. *
* Remark: ES2 compatible desktop profiles are not included. * To query whether core ES2 functionality is provided, use {@link #isGLES2Compatible()}. *
* @see #isGLES2Compatible() * @see GLContext#isGLES2() */ public boolean isGLES2(); /** * Indicates whether this GL object conforms to the OpenGL ES ≥ 3.0 profile. ** Remark: ES3 compatible desktop profiles are not included. * To query whether core ES3 functionality is provided, use {@link #isGLES3Compatible()}. *
* @see #isGLES3Compatible() * @see GLContext#isGLES3() */ public boolean isGLES3(); /** * Indicates whether this GL object conforms to one of the OpenGL ES profiles, * see {@link #isGLES1()}, {@link #isGLES2()} and {@link #isGLES3()}. * @see GLContext#isGLES() */ public boolean isGLES(); /** * Indicates whether this GL object conforms to a GL2ES1 compatible profile. * @see GLContext#isGL2ES1() */ public boolean isGL2ES1(); /** * Indicates whether this GL object conforms to a GL2ES2 compatible profile. * @see GLContext#isGL2ES2() */ public boolean isGL2ES2(); /** * Indicates whether this GL object conforms to a either a GL2GL3 or GL3ES3 compatible profile. * @see GLContext#isGL2ES3() */ public boolean isGL2ES3(); /** * Indicates whether this GL object conforms to a GL3ES3 compatible profile. * @see GLContext#isGL3ES3() */ public boolean isGL3ES3(); /** * Returns true if this GL object conforms to a GL4ES3 compatible profile, i.e. if {@link #isGLES3Compatible()} returns true. *Includes [ GL ≥ 4.3, GL ≥ 3.1 w/ GL_ARB_ES3_compatibility and GLES3 ]
* @see GLContext#isGL4ES3() */ public boolean isGL4ES3(); /** * Indicates whether this GL object conforms to a GL2GL3 compatible profile. * @see GLContext#isGL2GL3() */ public boolean isGL2GL3(); /** * Indicates whether this GL object uses a GL4 core profile.Includes [ GL4 ].
* @see GLContext#isGL4core() */ public boolean isGL4core(); /** * Indicates whether this GL object uses a GL3 core profile.Includes [ GL4, GL3 ].
* @see GLContext#isGL3core() */ public boolean isGL3core(); /** * Indicates whether this GL object uses a GL core profile.Includes [ GL4, GL3, GLES3, GL2ES2 ].
* @see GLContext#isGLcore() */ public boolean isGLcore(); /** * Indicates whether this GL object is compatible with the core OpenGL ES2 functionality. * @return true if this context is an ES2 context or implements * the extensionGL_ARB_ES2_compatibility
, otherwise false
* @see GLContext#isGLES2Compatible()
*/
public boolean isGLES2Compatible();
/**
* Indicates whether this GL object is compatible with the core OpenGL ES3 functionality.
*
* Return true if the underlying context is an ES3 context or implements
* the extension GL_ARB_ES3_compatibility
, otherwise false.
*
* Includes [ GL ≥ 4.3, GL ≥ 3.1 w/ GL_ARB_ES3_compatibility and GLES3 ] *
* @see GLContext#isGLES3Compatible() */ public boolean isGLES3Compatible(); /** * Indicates whether this GL object is compatible with the core OpenGL ES3.1 functionality. *
* Return true if the underlying context is an ES3 context ≥ 3.1 or implements
* the extension GL_ARB_ES3_1_compatibility
, otherwise false.
*
* Includes [ GL ≥ 4.5, GL ≥ 3.1 w/ GL_ARB_ES3_1_compatibility and GLES3 ≥ 3.1 ] *
* @see GLContext#isGLES31Compatible() */ public boolean isGLES31Compatible(); /** * Indicates whether this GL object supports GLSL. * @see GLContext#hasGLSL() */ public boolean hasGLSL(); /** * Returns the downstream GL instance in case this is a wrapping pipeline, otherwisenull
.
* * See {@link #getRootGL()} for retrieving the implementing root instance. *
* @throws GLException if the downstream instance is not null and not a GL implementation * @see #getRootGL() */ public GL getDownstreamGL() throws GLException; /** * Returns the implementing root instance, considering a wrapped pipelined hierarchy, see {@link #getDownstreamGL()}. ** If this instance is not a wrapping pipeline, i.e. has no downstream instance, * this instance is returned. *
* @throws GLException if the root instance is not a GL implementation */ public GL getRootGL() throws GLException; /** * Casts this object to the GL interface. * @throws GLException if this object is not a GL implementation */ public GL getGL() throws GLException; /** * Casts this object to the GL4bc interface. * @throws GLException if this object is not a GL4bc implementation */ public GL4bc getGL4bc() throws GLException; /** * Casts this object to the GL4 interface. * @throws GLException if this object is not a GL4 implementation */ public GL4 getGL4() throws GLException; /** * Casts this object to the GL3bc interface. * @throws GLException if this object is not a GL3bc implementation */ public GL3bc getGL3bc() throws GLException; /** * Casts this object to the GL3 interface. * @throws GLException if this object is not a GL3 implementation */ public GL3 getGL3() throws GLException; /** * Casts this object to the GL2 interface. * @throws GLException if this object is not a GL2 implementation */ public GL2 getGL2() throws GLException; /** * Casts this object to the GLES1 interface. * @throws GLException if this object is not a GLES1 implementation */ public GLES1 getGLES1() throws GLException; /** * Casts this object to the GLES2 interface. * @throws GLException if this object is not a GLES2 implementation */ public GLES2 getGLES2() throws GLException; /** * Casts this object to the GLES3 interface. * @throws GLException if this object is not a GLES3 implementation */ public GLES3 getGLES3() throws GLException; /** * Casts this object to the GL2ES1 interface. * @throws GLException if this object is not a GL2ES1 implementation */ public GL2ES1 getGL2ES1() throws GLException; /** * Casts this object to the GL2ES2 interface. * @throws GLException if this object is not a GL2ES2 implementation */ public GL2ES2 getGL2ES2() throws GLException; /** * Casts this object to the GL2ES3 interface. * @throws GLException if this object is not a GL2ES3 implementation */ public GL2ES3 getGL2ES3() throws GLException; /** * Casts this object to the GL3ES3 interface. * @throws GLException if this object is not a GL3ES3 implementation */ public GL3ES3 getGL3ES3() throws GLException; /** * Casts this object to the GL4ES3 interface. * @throws GLException if this object is not a GL4ES3 implementation */ public GL4ES3 getGL4ES3() throws GLException; /** * Casts this object to the GL2GL3 interface. * @throws GLException if this object is not a GL2GL3 implementation */ public GL2GL3 getGL2GL3() throws GLException; /** * Returns the GLProfile associated with this GL object. */ public GLProfile getGLProfile(); /** * Returns the GLContext associated which this GL object. */ public GLContext getContext(); /** * Returns true if the specified OpenGL core- or extension-function can be * used successfully through this GL instance given the current host (OpenGL * client) and display (OpenGL server) configuration.* By "successfully" we mean that the function is both callable * on the machine running the program and available on the current * display.
* * In order to call a function successfully, the function must be both * callable on the machine running the program and available on * the display device that is rendering the output (note: on non-networked, * single-display machines these two conditions are identical; on networked and/or * multi-display machines this becomes more complicated). These conditions are * met if the function is either part of the core OpenGL version supported by * both the host and display, or it is an OpenGL extension function that both * the host and display support.
* * A GL function is callable if it is successfully linked at runtime, * hence the GLContext must be made current at least once. * * @param glFunctionName the name of the OpenGL function (e.g., use * "glBindRenderbufferEXT" or "glBindRenderbuffer" to check if {@link * GL#glBindRenderbuffer(int,int)} is available). */ public boolean isFunctionAvailable(String glFunctionName); /** * Returns true if the specified OpenGL extension can be * used successfully through this GL instance given the current host (OpenGL * client) and display (OpenGL server) configuration.
*
* @param glExtensionName the name of the OpenGL extension (e.g.,
* "GL_ARB_vertex_program").
*/
public boolean isExtensionAvailable(String glExtensionName);
/**
* Returns true
if basic FBO support is available, otherwise false
.
*
* Basic FBO is supported if the context is either GL-ES >= 2.0, GL >= 3.0 [core, compat] or implements the extensions
* GL_ARB_ES2_compatibility
, GL_ARB_framebuffer_object
, GL_EXT_framebuffer_object
or GL_OES_framebuffer_object
.
*
* Basic FBO support may only include one color attachment and no multisampling, * as well as limited internal formats for renderbuffer. *
* @see GLContext#hasBasicFBOSupport() */ public boolean hasBasicFBOSupport(); /** * Returnstrue
if full FBO support is available, otherwise false
.
*
* Full FBO is supported if the context is either GL >= core 3.0 [ES, core, compat] or implements the extensions
* ARB_framebuffer_object
, or all of
* EXT_framebuffer_object
, EXT_framebuffer_multisample
,
* EXT_framebuffer_blit
, GL_EXT_packed_depth_stencil
.
*
* Full FBO support includes multiple color attachments and multisampling. *
* @see GLContext#hasFullFBOSupport() */ public boolean hasFullFBOSupport(); /** * Returns the maximum number of FBO RENDERBUFFER samples * if {@link #hasFullFBOSupport() full FBO is supported}, otherwise false. * @see GLContext#getMaxRenderbufferSamples() */ public int getMaxRenderbufferSamples(); /** * Returns true if the GL context supports non power of two (NPOT) textures, * otherwise false. ** NPOT textures are supported in OpenGL >= 3, GLES2 or if the * 'GL_ARB_texture_non_power_of_two' extension is available. *
*/ public boolean isNPOTTextureAvailable(); public boolean isTextureFormatBGRA8888Available(); /** Provides a platform-independent way to specify the minimum swap interval for buffer swaps. An argument of 0 disables sync-to-vertical-refresh completely, while an argument of 1 causes the application to wait until the next vertical refresh until swapping buffers. The default, which is platform-specific, is usually either 0 or 1. This function is not guaranteed to have an effect, and in particular only affects heavyweight onscreen components. @see #getSwapInterval @throws GLException if this context is not the current */ public void setSwapInterval(int interval); /** Provides a platform-independent way to get the swap interval set by {@link #setSwapInterval}.
*
* Note: it is the intent to add new extensions as quickly as possible
* to the core GL API. Therefore it is unlikely that most vendors will
* use this extension mechanism, but it is being provided for
* completeness.
*/
public Object getExtension(String extensionName);
/** Aliased entrypoint of void {@native glClearDepth}(GLclampd depth);
and void {@native glClearDepthf}(GLclampf depth);
. */
public void glClearDepth( double depth );
/** Aliased entrypoint of void {@native glDepthRange}(GLclampd depth);
and void {@native glDepthRangef}(GLclampf depth);
. */
public void glDepthRange(double zNear, double zFar);
/**
* @param target a GL buffer (VBO) target as used in {@link GL#glBindBuffer(int, int)}, ie {@link GL#GL_ELEMENT_ARRAY_BUFFER}, {@link GL#GL_ARRAY_BUFFER}, ..
* @return the GL buffer name bound to a target via {@link GL#glBindBuffer(int, int)} or 0 if unbound.
* @see #getBufferStorage(int)
*/
public int getBoundBuffer(int target);
/**
* @param bufferName a GL buffer name, generated with e.g. {@link GL#glGenBuffers(int, int[], int)} and used in {@link GL#glBindBuffer(int, int)}, {@link GL#glBufferData(int, long, java.nio.Buffer, int)} or {@link GL2#glNamedBufferDataEXT(int, long, java.nio.Buffer, int)}.
* @return the size of the given GL buffer storage, see {@link GLBufferStorage}
* @see #getBoundBuffer(int)
*/
public GLBufferStorage getBufferStorage(int bufferName);
/**
* Returns the {@link GLBufferStorage} instance as mapped via OpenGL's native {@link GL#glMapBuffer(int, int) glMapBuffer(..)} implementation.
*
* Throws a {@link GLException} if GL-function constraints are not met. *
** {@link GL#glMapBuffer(int, int)} wrapper calls this method and returns {@link GLBufferStorage#getMappedBuffer()}. *
** A zero {@link GLBufferStorage#getSize()} will avoid a native call and returns the unmapped {@link GLBufferStorage}. *
** A null native mapping result indicating an error will * not cause a GLException but returns the unmapped {@link GLBufferStorage}. * This allows the user to handle this case. *
* @param target denotes the buffer via it's bound target * @param access the mapping access mode * @throws GLException if buffer is not bound to target * @throws GLException if buffer is not tracked * @throws GLException if buffer is already mapped * @throws GLException if buffer has invalid store size, i.e. less-than zero */ public GLBufferStorage mapBuffer(int target, int access) throws GLException; /** * Returns the {@link GLBufferStorage} instance as mapped via OpenGL's native {@link GL#glMapBufferRange(int, long, long, int) glMapBufferRange(..)} implementation. ** Throws a {@link GLException} if GL-function constraints are not met. *
** {@link GL#glMapBufferRange(int, long, long, int)} wrapper calls this method and returns {@link GLBufferStorage#getMappedBuffer()}. *
** A zero {@link GLBufferStorage#getSize()} will avoid a native call and returns the unmapped {@link GLBufferStorage}. *
** A null native mapping result indicating an error will * not cause a GLException but returns the unmapped {@link GLBufferStorage}. * This allows the user to handle this case. *
* @param target denotes the buffer via it's bound target * @param offset offset of the mapped buffer's storage * @param length length of the mapped buffer's storage * @param access the mapping access mode * @throws GLException if buffer is not bound to target * @throws GLException if buffer is not tracked * @throws GLException if buffer is already mapped * @throws GLException if buffer has invalid store size, i.e. less-than zero * @throws GLException if buffer mapping range does not fit, incl. offset */ public GLBufferStorage mapBufferRange(final int target, final long offset, final long length, final int access) throws GLException; /** * @return true if a VBO is bound to {@link GL#GL_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false */ public boolean isVBOArrayBound(); /** * @return true if a VBO is bound to {@link GL#GL_ELEMENT_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false */ public boolean isVBOElementArrayBound(); /** * Return the framebuffer name bound to this context, * see {@link GL#glBindFramebuffer(int, int)}. ** Calls {@link GLContext#getBoundFramebuffer(int)}. *
*/ public int getBoundFramebuffer(int target); /** * Return the default draw framebuffer name. *
* May differ from it's default zero
* in case an framebuffer object ({@link com.jogamp.opengl.FBObject}) based drawable
* is being used.
*
* Calls {@link GLContext#getDefaultDrawFramebuffer()}. *
*/ public int getDefaultDrawFramebuffer(); /** * Return the default read framebuffer name. *
* May differ from it's default zero
* in case an framebuffer object ({@link com.jogamp.opengl.FBObject}) based drawable
* is being used.
*
* Calls {@link GLContext#getDefaultReadFramebuffer()}. *
*/ public int getDefaultReadFramebuffer(); /** * Returns the default color buffer within the current bound * {@link #getDefaultReadFramebuffer()}, i.e. GL_READ_FRAMEBUFFER, * which will be used as the source for pixel reading commands, * like {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) glReadPixels} etc. ** For offscreen framebuffer objects this is {@link GL#GL_COLOR_ATTACHMENT0}, * otherwise this is {@link GL#GL_FRONT} for single buffer configurations * and {@link GL#GL_BACK} for double buffer configurations. *
** Note-1: Neither ES1 nor ES2 supports selecting the read buffer via glReadBuffer * and {@link GL#GL_BACK} is the default. *
** Note-2: ES3 only supports {@link GL#GL_BACK}, {@link GL#GL_NONE} or {@link GL#GL_COLOR_ATTACHMENT0}+i *
** Note-3: See {@link com.jogamp.opengl.util.GLDrawableUtil#swapBuffersBeforeRead(GLCapabilitiesImmutable) swapBuffersBeforeRead} * for read-pixels and swap-buffers implications. *
** Calls {@link GLContext#getDefaultReadBuffer()}. *
*/ public int getDefaultReadBuffer(); }