/* * 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.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; /** 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. *

* There exist one stack per matrix mode, i.e. {@link #GL_MODELVIEW}, {@link #GL_PROJECTION} and {@link GL#GL_TEXTURE GL_TEXTURE}. *

*/ 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); }