[DEV] commit all with new insland
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@ -26,7 +26,6 @@ import org.atriasoft.etk.math.Vector3f;
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import org.atriasoft.etk.math.Vector3i;
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import org.atriasoft.etk.math.Vector3i;
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import org.atriasoft.etk.math.Vector4f;
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import org.atriasoft.etk.math.Vector4f;
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import org.atriasoft.gale.internal.Log;
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import org.atriasoft.gale.internal.Log;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import org.lwjgl.opengl.GL12;
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@ -35,14 +34,14 @@ import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL20;
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public class OpenGL {
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public class OpenGL {
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public static enum ClearFlag {
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public enum ClearFlag {
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clearFlag_colorBuffer, // !< Indicates the buffers currently enabled for color writing.
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clearFlag_colorBuffer, // !< Indicates the buffers currently enabled for color writing.
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clearFlag_depthBuffer, // !< Indicates the depth buffer.
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clearFlag_depthBuffer, // !< Indicates the depth buffer.
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clearFlag_stencilBuffer // !< Indicates the stencil buffer.
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clearFlag_stencilBuffer // !< Indicates the stencil buffer.
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}
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}
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// We map all the flag, but not all is supported by all platform...
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// We map all the flag, but not all is supported by all platform...
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public static enum Flag {
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public enum Flag {
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flag_blend, // !< If enabled, blend the computed fragment color values with the values in the color buffers. See glBlendFunc.
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flag_blend, // !< If enabled, blend the computed fragment color values with the values in the color buffers. See glBlendFunc.
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flag_clipDistanceI, // !< If enabled, clip geometry against user-defined half space i.
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flag_clipDistanceI, // !< If enabled, clip geometry against user-defined half space i.
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flag_colorLogigOP, // !< If enabled, apply the currently selected logical operation to the computed
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flag_colorLogigOP, // !< If enabled, apply the currently selected logical operation to the computed
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@ -135,7 +134,7 @@ public class OpenGL {
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}
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}
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/* Shader wrapping : */
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/* Shader wrapping : */
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public static enum ShaderType {
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public enum ShaderType {
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VERTEX, FRAGMENT
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VERTEX, FRAGMENT
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}
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}
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@ -738,6 +737,7 @@ public class OpenGL {
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public static void programLoadUniformColor(final int location, final Color value) {
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public static void programLoadUniformColor(final int location, final Color value) {
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GL20.glUniform4f(location, value.r(), value.g(), value.b(), value.a());
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GL20.glUniform4f(location, value.r(), value.g(), value.b(), value.a());
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}
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}
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public static void programLoadUniformColorRGB(final int location, final Color value) {
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public static void programLoadUniformColorRGB(final int location, final Color value) {
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GL20.glUniform3f(location, value.r(), value.g(), value.b());
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GL20.glUniform3f(location, value.r(), value.g(), value.b());
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}
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}
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@ -1004,6 +1004,18 @@ public class OpenGL {
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OpenGL.checkGlError("glViewport");
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OpenGL.checkGlError("glViewport");
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}
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}
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public static void setViewPort(final Vector3f start, final Vector3f stop) {
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// Log.info("setViewport " + start + " " + stop);
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GL11.glViewport((int) start.x(), (int) start.y(), (int) stop.x(), (int) stop.y());
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OpenGL.checkGlError("glViewport");
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}
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public static void setViewPort(final Vector3i start, final Vector3i stop) {
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// Log.info("setViewport " + start + " " + stop);
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GL11.glViewport(start.x(), start.y(), stop.x(), stop.y());
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OpenGL.checkGlError("glViewport");
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}
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private static int shaderCreate(final ShaderType type) {
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private static int shaderCreate(final ShaderType type) {
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int shaderId = 0;
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int shaderId = 0;
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if (type == ShaderType.VERTEX) {
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if (type == ShaderType.VERTEX) {
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