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+/*
+ * 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.fixedfunc;
+
+import java.nio.*;
+
+import com.jogamp.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.
+ * <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: [c] = [c] x [m]
+ * @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: [c] = [c] x [m]
+ */
+ 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);
+
+}
+