/* * Copyright 2009 Sun Microsystems, Inc. All Rights Reserved. */ package javax.media.opengl; import java.nio.*; /** *

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.

* * {@link #isExtensionAvailable} may also be used to determine whether * a specific extension is available before calling the routines or * using the functionality it exposes: for example, * 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 common GL profiles. * @return whether this GL object conforms to any of the common GL profiles */ public boolean isGL(); /** * Indicates whether this GL object conforms to the GL4 compatibility profile. * The GL4 compatibility profile merges the GL2 profile and GL4 core profile. * @return whether this GL object conforms to the GL4 compatibility profile */ public boolean isGL4bc(); /** * Indicates whether this GL object conforms to the GL4 core profile. * The GL4 core profile reflects OpenGL versions greater or equal 3.1 * @return whether this GL object conforms to the GL4 core profile */ public boolean isGL4(); /** * Indicates whether this GL object conforms to the GL3 compatibility profile. * The GL3 compatibility profile merges the GL2 profile and GL3 core profile. * @return whether this GL object conforms to the GL3 compatibility profile */ public boolean isGL3bc(); /** * Indicates whether this GL object conforms to the GL3 core profile. * The GL3 core profile reflects OpenGL versions greater or equal 3.1 * @return whether this GL object conforms to the GL3 core profile */ public boolean isGL3(); /** * Indicates whether this GL object conforms to the GL2 profile. * The GL2 profile reflects OpenGL versions greater or equal 1.5 * @return whether this GL object conforms to the GL2 profile */ public boolean isGL2(); /** * Indicates whether this GL object conforms to the GLES1 profile. * @return whether this GL object conforms to the GLES1 profile */ public boolean isGLES1(); /** * Indicates whether this GL object conforms to the GLES2 profile. * @return whether this GL object conforms to the GLES2 profile */ public boolean isGLES2(); /** * Indicates whether this GL object conforms to one of the OpenGL ES compatible profiles. * @return whether this GL object conforms to one of the OpenGL ES profiles */ public boolean isGLES(); /** * Indicates whether this GL object conforms to the GL2ES1 compatible profile. * @return whether this GL object conforms to the GL2ES1 profile */ public boolean isGL2ES1(); /** * Indicates whether this GL object conforms to the GL2ES2 compatible profile. * @return whether this GL object conforms to the GL2ES2 profile */ public boolean isGL2ES2(); /** * Indicates whether this GL object conforms to the GL2GL3 compatible profile. * @return whether this GL object conforms to the GL2GL3 profile */ public boolean isGL2GL3(); /** Indicates whether this GL object supports GLSL. */ public boolean hasGLSL(); /** * Casts this object to the GL interface. * @return this object cast 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. * @return this object cast 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. * @return this object cast 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. * @return this object cast 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. * @return this object cast 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. * @return this object cast 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. * @return this object cast 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. * @return this object cast 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. * @return this object cast 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. * @return this object cast 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. * @return this object cast to the GL2GL3 interface * @throws GLException if this GLObject is not a GL2GL3 implementation */ public GL2GL3 getGL2GL3() throws GLException; /** * Returns the GLProfile with which this GL object is associated. * @return the GLProfile with which this GL object is associated */ public GLProfile getGLProfile(); /** * Returns the GLContext with which this GL object is associated. * @return the GLContext with which this GL object is associated */ 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); /** 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}.
If the interval is not set by {@link #setSwapInterval} yet, -1 is returned, indicating that the platforms default is being used. @see #setSwapInterval */ public int getSwapInterval(); /** * Returns an object through which platform-specific OpenGL extensions * (EGL, GLX, WGL, etc.) may be accessed. The data type of the returned * object and its associated capabilities are undefined. Most * applications will never need to call this method. It is highly * recommended that any applications which do call this method perform * all accesses on the returned object reflectively to guard * themselves against changes to the implementation. */ public Object getPlatformGLExtensions(); /** * Returns an object providing access to the specified OpenGL * extension. This is intended to provide a mechanism for vendors who * wish to provide access to new OpenGL extensions without changing * the public API of the core package. For example, a user may request * access to extension "GL_VENDOR_foo" and receive back an object * which implements a vendor-specified interface which can call the * OpenGL extension functions corresponding to that extension. It is * up to the vendor to specify both the extension name and Java API * for accessing it, including which class or interface contains the * functions. * *

* * 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); }