diff --git a/src/java/org/lwjgl/opengl/ARBShaderObjects.java b/src/java/org/lwjgl/opengl/ARBShaderObjects.java index a448e03e..4ddeea2e 100644 --- a/src/java/org/lwjgl/opengl/ARBShaderObjects.java +++ b/src/java/org/lwjgl/opengl/ARBShaderObjects.java @@ -97,8 +97,7 @@ public final class ARBShaderObjects { // --------------------------- /** - * The ARB_shader_objects extension allows multiple, optionally null-terminated, source strings to - * define a shader program. + * The ARB_shader_objects extension allows multiple, optionally null-terminated, source strings to define a shader program. *
* This method uses just a single string, that should NOT be null-terminated. * @@ -113,8 +112,7 @@ public final class ARBShaderObjects { } /** - * The ARB_shader_objects extension allows multiple, optionally null-terminated, source strings to - * define a shader program. + * The ARB_shader_objects extension allows multiple, optionally null-terminated, source strings to define a shader program. * * This method uses an array of strings, that should NOT be null-terminated. * @@ -131,10 +129,7 @@ public final class ARBShaderObjects { private static native void initShaderSource(int count); - private static native void setShaderString(int index, - ByteBuffer string, - int stringOffset, - int stringLength); + private static native void setShaderString(int index, ByteBuffer string, int stringOffset, int stringLength); private static native void nglShaderSourceARB(int shaderObj); // --------------------------- @@ -172,10 +167,7 @@ public final class ARBShaderObjects { nglUniform1fvARB(location, values.remaining(), values, values.position()); } - private static native void nglUniform1fvARB(int location, - int count, - FloatBuffer values, - int valuesOffset); + private static native void nglUniform1fvARB(int location, int count, FloatBuffer values, int valuesOffset); // --------------------------- // --------------------------- @@ -183,10 +175,7 @@ public final class ARBShaderObjects { nglUniform2fvARB(location, values.remaining() >> 1, values, values.position()); } - private static native void nglUniform2fvARB(int location, - int count, - FloatBuffer values, - int valuesOffset); + private static native void nglUniform2fvARB(int location, int count, FloatBuffer values, int valuesOffset); // --------------------------- // --------------------------- @@ -194,10 +183,7 @@ public final class ARBShaderObjects { nglUniform3fvARB(location, values.remaining() / 3, values, values.position()); } - private static native void nglUniform3fvARB(int location, - int count, - FloatBuffer values, - int valuesOffset); + private static native void nglUniform3fvARB(int location, int count, FloatBuffer values, int valuesOffset); // --------------------------- // --------------------------- @@ -205,10 +191,7 @@ public final class ARBShaderObjects { nglUniform4fvARB(location, values.remaining() >> 2, values, values.position()); } - private static native void nglUniform4fvARB(int location, - int count, - FloatBuffer values, - int valuesOffset); + private static native void nglUniform4fvARB(int location, int count, FloatBuffer values, int valuesOffset); // --------------------------- // --------------------------- @@ -216,20 +199,15 @@ public final class ARBShaderObjects { nglUniform1ivARB(location, values.remaining(), values, values.position()); } - private static native void nglUniform1ivARB(int location, - int count, - IntBuffer values, - int valuesOffset);// --------------------------- + private static native void nglUniform1ivARB(int location, int count, IntBuffer values, int valuesOffset); + // --------------------------- // --------------------------- public static void glUniform2ARB(int location, IntBuffer values) { nglUniform2ivARB(location, values.remaining() >> 1, values, values.position()); } - private static native void nglUniform2ivARB(int location, - int count, - IntBuffer values, - int valuesOffset); + private static native void nglUniform2ivARB(int location, int count, IntBuffer values, int valuesOffset); // --------------------------- // --------------------------- @@ -237,10 +215,7 @@ public final class ARBShaderObjects { nglUniform3ivARB(location, values.remaining() / 3, values, values.position()); } - private static native void nglUniform3ivARB(int location, - int count, - IntBuffer values, - int valuesOffset); + private static native void nglUniform3ivARB(int location, int count, IntBuffer values, int valuesOffset); // --------------------------- // --------------------------- @@ -248,58 +223,34 @@ public final class ARBShaderObjects { nglUniform4ivARB(location, values.remaining() >> 2, values, values.position()); } - private static native void nglUniform4ivARB(int location, - int count, - IntBuffer values, - int valuesOffset); + private static native void nglUniform4ivARB(int location, int count, IntBuffer values, int valuesOffset); // --------------------------- // --------------------------- public static void glUniformMatrix2ARB(int location, boolean transpose, FloatBuffer matrices) { - nglUniformMatrix2fvARB(location, - matrices.remaining() >> 2, - transpose, - matrices, - matrices.position()); + nglUniformMatrix2fvARB(location, matrices.remaining() >> 2, transpose, matrices, matrices.position()); } - private static native void nglUniformMatrix2fvARB(int location, - int count, - boolean transpose, - FloatBuffer matrices, - int matricesOffset); + private static native void nglUniformMatrix2fvARB(int location, int count, boolean transpose, + FloatBuffer matrices, int matricesOffset); // --------------------------- // --------------------------- public static void glUniformMatrix3ARB(int location, boolean transpose, FloatBuffer matrices) { - nglUniformMatrix3fvARB(location, - matrices.remaining() / ( 3 * 3 ), - transpose, - matrices, - matrices.position()); + nglUniformMatrix3fvARB(location, matrices.remaining() / (3 * 3), transpose, matrices, matrices.position()); } - private static native void nglUniformMatrix3fvARB(int location, - int count, - boolean transpose, - FloatBuffer matrices, - int matricesOffset); + private static native void nglUniformMatrix3fvARB(int location, int count, boolean transpose, + FloatBuffer matrices, int matricesOffset); // --------------------------- // --------------------------- public static void glUniformMatrix4ARB(int location, boolean transpose, FloatBuffer matrices) { - nglUniformMatrix4fvARB(location, - matrices.remaining() >> 4, - transpose, - matrices, - matrices.position()); + nglUniformMatrix4fvARB(location, matrices.remaining() >> 4, transpose, matrices, matrices.position()); } - private static native void nglUniformMatrix4fvARB(int location, - int count, - boolean transpose, - FloatBuffer matrices, - int matricesOffset); + private static native void nglUniformMatrix4fvARB(int location, int count, boolean transpose, + FloatBuffer matrices, int matricesOffset); // --------------------------- // --------------------------- @@ -307,10 +258,7 @@ public final class ARBShaderObjects { nglGetObjectParameterfvARB(obj, pname, params, params.position()); } - private static native void nglGetObjectParameterfvARB(int obj, - int pname, - FloatBuffer params, - int paramsOffset); + private static native void nglGetObjectParameterfvARB(int obj, int pname, FloatBuffer params, int paramsOffset); // --------------------------- // --------------------------- @@ -318,10 +266,7 @@ public final class ARBShaderObjects { nglGetObjectParameterivARB(obj, pname, params, params.position()); } - private static native void nglGetObjectParameterivARB(int obj, - int pname, - IntBuffer params, - int paramsOffset); + private static native void nglGetObjectParameterivARB(int obj, int pname, IntBuffer params, int paramsOffset); // --------------------------- // --------------------------- @@ -329,111 +274,78 @@ public final class ARBShaderObjects { if ( length == null ) nglGetInfoLogARB(obj, infoLog.remaining(), null, -1, infoLog, infoLog.position()); else { - if (length.remaining() == 0) { + if ( length.remaining() == 0 ) throw new BufferOverflowException(); - } + nglGetInfoLogARB(obj, infoLog.remaining(), length, length.position(), infoLog, infoLog.position()); } } - private static native void nglGetInfoLogARB(int obj, - int maxLength, - IntBuffer length, - int lengthOffset, - ByteBuffer infoLog, - int infoLogOffset); + private static native void nglGetInfoLogARB(int obj, int maxLength, + IntBuffer length, int lengthOffset, + ByteBuffer infoLog, int infoLogOffset); // --------------------------- // --------------------------- - public static void glGetAttachedObjectsARB(int containerObj, - IntBuffer count, - IntBuffer obj) { + public static void glGetAttachedObjectsARB(int containerObj, IntBuffer count, IntBuffer obj) { if ( count == null ) nglGetAttachedObjectsARB(containerObj, obj.remaining(), null, -1, obj, obj.position()); else { - if (count.remaining() == 0) { + if ( count.remaining() == 0 ) throw new BufferOverflowException(); - } + nglGetAttachedObjectsARB(containerObj, obj.remaining(), count, count.position(), obj, obj.position()); } } - private static native void nglGetAttachedObjectsARB(int containerObj, - int maxCount, - IntBuffer count, - int countOffset, - IntBuffer obj, - int objOffset); + private static native void nglGetAttachedObjectsARB(int containerObj, int maxCount, + IntBuffer count, int countOffset, IntBuffer obj, int objOffset); // --------------------------- // --------------------------- + /** + * Returns the location of the uniform with the specified name. The ByteBuffer should contain the uniform name as a + * null-terminated string. + * + * @param programObj + * @param name + * + * @return + */ public static int glGetUniformLocationARB(int programObj, ByteBuffer name) { - if (name.get(name.limit() - 1) != 0) { - throw new RuntimeException("