/** * 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; /** * <P>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.</P> * * <P> 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, * <code>gl.isFunctionAvailable("glProgramStringARB")</code>. 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. </P> * * {@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, * <code>gl.isExtensionAvailable("GL_ARB_vertex_program");</code>. * 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, * <code>gl.isExtensionAvailable("GL_VERSION_1_5");</code>. * * <P> Exceptions to the window system extension naming rules: * * <UL> * * <LI> WGL_ARB_pbuffer, WGL_ARB_pixel_format, and other * platform-specific pbuffer functionality; the availability of * pbuffers can be queried on Windows, X11 and Mac OS X platforms by * querying {@link #isExtensionAvailable} with an argument of * "GL_ARB_pbuffer" or "GL_ARB_pixel_format".</LI> * * </UL> <P> * */ 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. * <p> * Remark: ES2 compatible desktop profiles are not included. * To query whether core ES2 functionality is provided, use {@link #isGLES2Compatible()}. * </p> * @see #isGLES2Compatible() * @see GLContext#isGLES2() */ public boolean isGLES2(); /** * Indicates whether this GL object conforms to the OpenGL ES ≥ 3.0 profile. * <p> * Remark: ES3 compatible desktop profiles are not included. * To query whether core ES3 functionality is provided, use {@link #isGLES3Compatible()}. * </p> * @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. * <p>Includes [ GL ≥ 4.3, GL ≥ 3.1 w/ GL_ARB_ES3_compatibility and GLES3 ]</p> * @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. <p>Includes [ GL4 ].</p> * @see GLContext#isGL4core() */ public boolean isGL4core(); /** * Indicates whether this GL object uses a GL3 core profile. <p>Includes [ GL4, GL3 ].</p> * @see GLContext#isGL3core() */ public boolean isGL3core(); /** * Indicates whether this GL object uses a GL core profile. <p>Includes [ GL4, GL3, GLES3, GL2ES2 ].</p> * @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 extension <code>GL_ARB_ES2_compatibility</code>, otherwise false * @see GLContext#isGLES2Compatible() */ public boolean isGLES2Compatible(); /** * Indicates whether this GL object is compatible with the core OpenGL ES3 functionality. * <p> * Return true if the underlying context is an ES3 context or implements * the extension <code>GL_ARB_ES3_compatibility</code>, otherwise false. * </p> * <p> * Includes [ GL ≥ 4.3, GL ≥ 3.1 w/ GL_ARB_ES3_compatibility and GLES3 ] * </p> * @see GLContext#isGLES3Compatible() */ public boolean isGLES3Compatible(); /** * Indicates whether this GL object is compatible with the core OpenGL ES3.1 functionality. * <p> * Return true if the underlying context is an ES3 context ≥ 3.1 or implements * the extension <code>GL_ARB_ES3_1_compatibility</code>, otherwise false. * </p> * <p> * Includes [ GL ≥ 4.5, GL ≥ 3.1 w/ GL_ARB_ES3_1_compatibility and GLES3 ≥ 3.1 ] * </p> * @see GLContext#isGLES31Compatible() */ public boolean isGLES31Compatible(); /** * Indicates whether this GL object is compatible with the core OpenGL ES3.2 functionality. * <p> * Return true if the underlying context is an ES3 context ≥ 3.2 or implements * the extension <code>GL_ARB_ES3_2_compatibility</code>, otherwise false. * </p> * <p> * Includes [ GL ≥ 4.5, GL ≥ 3.1 w/ GL_ARB_ES3_2_compatibility and GLES3 ≥ 3.2 ] * </p> * @see GLContext#isGLES32Compatible() */ public boolean isGLES32Compatible(); /** * 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, otherwise <code>null</code>. * <p> * See {@link #getRootGL()} for retrieving the implementing root instance. * </p> * @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()}. * <p> * If this instance is not a wrapping pipeline, i.e. has no downstream instance, * this instance is returned. * </p> * @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 * <i>client</i>) and display (OpenGL <i>server</i>) configuration.<P> * By "successfully" we mean that the function is both <i>callable</i> * on the machine running the program and <i>available</i> on the current * display.<P> * * In order to call a function successfully, the function must be both * <i>callable</i> on the machine running the program and <i>available</i> 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. <P> * * A GL function is <i>callable</i> 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 * <i>client</i>) and display (OpenGL <i>server</i>) configuration.<P> * * @param glExtensionName the name of the OpenGL extension (e.g., * "GL_ARB_vertex_program"). */ public boolean isExtensionAvailable(String glExtensionName); /** * Returns <code>true</code> if basic FBO support is available, otherwise <code>false</code>. * <p> * Basic FBO is supported if the context is either GL-ES >= 2.0, GL >= 3.0 [core, compat] or implements the extensions * <code>GL_ARB_ES2_compatibility</code>, <code>GL_ARB_framebuffer_object</code>, <code>GL_EXT_framebuffer_object</code> or <code>GL_OES_framebuffer_object</code>. * </p> * <p> * Basic FBO support may only include one color attachment and no multisampling, * as well as limited internal formats for renderbuffer. * </p> * @see GLContext#hasBasicFBOSupport() */ public boolean hasBasicFBOSupport(); /** * Returns <code>true</code> if full FBO support is available, otherwise <code>false</code>. * <p> * Full FBO is supported if the context is either GL >= core 3.0 [ES, core, compat] or implements the extensions * <code>ARB_framebuffer_object</code>, or all of * <code>EXT_framebuffer_object</code>, <code>EXT_framebuffer_multisample</code>, * <code>EXT_framebuffer_blit</code>, <code>GL_EXT_packed_depth_stencil</code>. * </p> * <p> * Full FBO support includes multiple color attachments and multisampling. * </p> * @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. * <p> * NPOT textures are supported in OpenGL >= 3, GLES2 or if the * 'GL_ARB_texture_non_power_of_two' extension is available. * </p> */ public boolean isNPOTTextureAvailable(); public boolean isTextureFormatBGRA8888Available(); /** * Set the swap interval of the current context and attached <i>onscreen {@link GLDrawable}</i>. * <p> * <i>offscreen {@link GLDrawable}</i> are ignored and {@code false} is returned. * </p> * <p> * The {@code interval} semantics: * <ul> * <li><i>0</i> disables the vertical synchronization</li> * <li><i>≥1</i> is the number of vertical refreshes before a swap buffer occurs</li> * <li><i><0</i> enables <i>late swaps to occur without synchronization to the video frame</i>, a.k.a <i>EXT_swap_control_tear</i>. * If supported, the absolute value is the minimum number of * video frames between buffer swaps. If not supported, the absolute value is being used, see above. * </li> * </ul> * </p> * @param interval see above * @return true if the operation was successful, otherwise false * @throws GLException if the context is not current. * @see GLContext#setSwapInterval(int) * @see #getSwapInterval() */ public void setSwapInterval(int interval) throws GLException; /** * Return the current swap interval. * <p> * If the context has not been made current at all, * the default value {@code 0} is returned. * </p> * <p> * For a valid context w/ an <o>onscreen {@link GLDrawable}</i> the default value is {@code 1}, * otherwise the default value is {@code 0}. * </p> * @see GLContext#getSwapInterval() * @see #setSwapInterval(int) */ 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. * * <p> * 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. * </p> */ public Object getExtension(String extensionName); /** Aliased entrypoint of <code> void {@native glClearDepth}(GLclampd depth); </code> and <code> void {@native glClearDepthf}(GLclampf depth); </code>. */ public void glClearDepth( double depth ); /** Aliased entrypoint of <code> void {@native glDepthRange}(GLclampd depth); </code> and <code> void {@native glDepthRangef}(GLclampf depth); </code>. */ 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. * <p> * Throws a {@link GLException} if GL-function constraints are not met. * </p> * <p> * {@link GL#glMapBuffer(int, int)} wrapper calls this method and returns {@link GLBufferStorage#getMappedBuffer()}. * </p> * <p> * A zero {@link GLBufferStorage#getSize()} will avoid a native call and returns the unmapped {@link GLBufferStorage}. * </p> * <p> * 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. * </p> * @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. * <p> * Throws a {@link GLException} if GL-function constraints are not met. * </p> * <p> * {@link GL#glMapBufferRange(int, long, long, int)} wrapper calls this method and returns {@link GLBufferStorage#getMappedBuffer()}. * </p> * <p> * A zero {@link GLBufferStorage#getSize()} will avoid a native call and returns the unmapped {@link GLBufferStorage}. * </p> * <p> * 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. * </p> * @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)}. * <p> * Calls {@link GLContext#getBoundFramebuffer(int)}. * </p> */ public int getBoundFramebuffer(int target); /** * Return the default draw framebuffer name. * <p> * May differ from it's default <code>zero</code> * in case an framebuffer object ({@link com.jogamp.opengl.FBObject}) based drawable * is being used. * </p> * <p> * Calls {@link GLContext#getDefaultDrawFramebuffer()}. * </p> */ public int getDefaultDrawFramebuffer(); /** * Return the default read framebuffer name. * <p> * May differ from it's default <code>zero</code> * in case an framebuffer object ({@link com.jogamp.opengl.FBObject}) based drawable * is being used. * </p> * <p> * Calls {@link GLContext#getDefaultReadFramebuffer()}. * </p> */ 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. * <p> * 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. * </p> * <p> * Note-1: Neither ES1 nor ES2 supports selecting the read buffer via glReadBuffer * and {@link GL#GL_BACK} is the default. * </p> * <p> * Note-2: ES3 only supports {@link GL#GL_BACK}, {@link GL#GL_NONE} or {@link GL#GL_COLOR_ATTACHMENT0}+i * </p> * <p> * Note-3: See {@link com.jogamp.opengl.util.GLDrawableUtil#swapBuffersBeforeRead(GLCapabilitiesImmutable) swapBuffersBeforeRead} * for read-pixels and swap-buffers implications. * </p> * <p> * Calls {@link GLContext#getDefaultReadBuffer()}. * </p> */ public int getDefaultReadBuffer(); }