/** * 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 javax.media.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: * *
wglAllocateMemoryNV
/
* glXAllocateMemoryNV
and associated routines. {@link
* #glAllocateMemoryNV} has been provided for window system-independent
* access to VAR. {@link #isFunctionAvailable} will translate an argument
* of "glAllocateMemoryNV" or "glFreeMemoryNV" into the appropriate
* window system-specific name.
*
* * */ 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. */ 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. */ 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. */ public boolean isGL3bc(); /** * Indicates whether this GL object conforms to the OpenGL ≥ 3.1 core profile. * The GL3 core profile includes the GL2ES2 profile. */ public boolean isGL3(); /** * Indicates whether this GL object conforms to the OpenGL ≤ 3.0 profile. * The GL2 profile includes the GL2ES1 and GL2ES2 profile. */ public boolean isGL2(); /** * Indicates whether this GL object conforms to the OpenGL ES1 ≥ 1.0 profile. */ public boolean isGLES1(); /** * Indicates whether this GL object conforms to the OpenGL ES2 ≥ 2.0 profile. *
* Remark: ES2 compatible desktop profiles are not included. * To query whether core ES2 functionality is provided, use {@link #isGLES2Compatible()}. *
* @see #isGLES2Compatible() */ public boolean isGLES2(); /** * Indicates whether this GL object conforms to one of the OpenGL ES profiles, * see {@link #isGLES1()} and {@link #isGLES2()}. */ public boolean isGLES(); /** * Indicates whether this GL object conforms to a GL2ES1 compatible profile. */ public boolean isGL2ES1(); /** * Indicates whether this GL object conforms to a GL2ES2 compatible profile. */ public boolean isGL2ES2(); /** * 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
*/
public boolean isGLES2Compatible();
/**
* Indicates whether this GL object conforms to a GL2GL3 compatible profile.
*/
public boolean isGL2GL3();
/** Indicates whether this GL object supports GLSL. */
public boolean hasGLSL();
/**
* Casts this object to the GL interface.
* @throws GLException if this GLObject is not a GL implementation
*/
public GL getGL() throws GLException;
/**
* Casts this object to the GL4bc interface.
* @throws GLException if this GLObject is not a GL4bc implementation
*/
public GL4bc getGL4bc() throws GLException;
/**
* Casts this object to the GL4 interface.
* @throws GLException if this GLObject is not a GL4 implementation
*/
public GL4 getGL4() throws GLException;
/**
* Casts this object to the GL3bc interface.
* @throws GLException if this GLObject is not a GL3bc implementation
*/
public GL3bc getGL3bc() throws GLException;
/**
* Casts this object to the GL3 interface.
* @throws GLException if this GLObject is not a GL3 implementation
*/
public GL3 getGL3() throws GLException;
/**
* Casts this object to the GL2 interface.
* @throws GLException if this GLObject is not a GL2 implementation
*/
public GL2 getGL2() throws GLException;
/**
* Casts this object to the GLES1 interface.
* @throws GLException if this GLObject is not a GLES1 implementation
*/
public GLES1 getGLES1() throws GLException;
/**
* Casts this object to the GLES2 interface.
* @throws GLException if this GLObject is not a GLES2 implementation
*/
public GLES2 getGLES2() throws GLException;
/**
* Casts this object to the GL2ES1 interface.
* @throws GLException if this GLObject is not a GL2ES1 implementation
*/
public GL2ES1 getGL2ES1() throws GLException;
/**
* Casts this object to the GL2ES2 interface.
* @throws GLException if this GLObject is not a GL2ES2 implementation
*/
public GL2ES2 getGL2ES2() throws GLException;
/**
* Casts this object to the GL2GL3 interface.
* @throws GLException if this GLObject 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 >= core 3.0 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 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. *
* @return */ 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 (VBO) name bound to a target via {@link GL#glBindBuffer(int, int)} or 0 if unbound.
*/
public int glGetBoundBuffer(int target);
/**
* @param buffer a GL buffer name, generated with {@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)} for example.
* @return the size of the given GL buffer
*/
public long glGetBufferSize(int buffer);
/**
* @return true if a VBO is bound to {@link GL.GL_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false
*/
public boolean glIsVBOArrayEnabled();
/**
* @return true if a VBO is bound to {@link GL.GL_ELEMENT_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false
*/
public boolean glIsVBOElementArrayEnabled();
/**
* Return the framebuffer name bound to this context,
* see {@link GL#glBindFramebuffer(int, 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 FBObject}) based drawable
* is being used.
*
* May differ from it's default zero
* in case an framebuffer object ({@link FBObject}) based drawable
* is being used.
*
* 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. *
*/ public int getDefaultReadBuffer(); }