lwjgl/src/java/org/lwjgl/opengl/GLU.java

371 lines
13 KiB
Java

/*
* Copyright (c) 2002 Lightweight Java Game Library Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * 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.
*
* * Neither the name of 'Light Weight Java Game Library' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT OWNER 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.
*/
package org.lwjgl.opengl;
import org.lwjgl.Sys;
/**
* $Id$
*
* GL Utilities library.
*
* @author cix_foo <cix_foo@users.sourceforge.net>
* @version $Revision$
*/
public class GLU implements GLUConstants {
static {
System.loadLibrary(Sys.getLibraryName());
}
/** Handle to GL */
private final GL gl;
/**
* Constructor for GLU.
*/
public GLU(GL gl) {
this.gl = gl;
}
public native String errorString(int errCode);
public native String getString(int name);
public native void ortho2D(
double left,
double right,
double bottom,
double top);
public native void perspective(
double fovy,
double aspect,
double zNear,
double zFar);
public native void pickMatrix(
double x,
double y,
double width,
double height,
int viewport /*int*/
);
public native void lookAt(
double eyex,
double eyey,
double eyez,
double centerx,
double centery,
double centerz,
double upx,
double upy,
double upz);
public native int project(
double objx,
double objy,
double objz,
int modelMatrix /*double*/
, int projMatrix /*double*/
, int viewport /*int*/
, int winx /*double*/
, int winy /*double*/
, int winz /*double*/
);
public native int unProject(
double winx,
double winy,
double winz,
int modelMatrix /*double*/
, int projMatrix /*double*/
, int viewport /*int*/
, int objx /*double*/
, int objy /*double*/
, int objz /*double*/
);
public native int scaleImage(
int format,
int widthin,
int heightin,
int typein,
int datain /*void*/
, int widthout, int heightout, int typeout, int dataout /*void*/
);
public native int build1DMipmaps(
int target,
int components,
int width,
int format,
int type,
int data /*void*/
);
public native int build2DMipmaps(
int target,
int components,
int width,
int height,
int format,
int type,
int data /*void*/
);
/**
* creates and returns a pointer to a new quadrics object. This
* object must be referred to when calling quadrics rendering and control
* functions. A return value of zero means that there is not enough memory to
* allocate the object
*
* @return adress to a new quadrics object
*/
public native int newQuadric();
/**
* draws a cylinder oriented along the z axis. The base of the
* cylinder is placed at z = 0, and the top at z=height. Like a sphere, a
* cylinder is subdivided around the z axis into slices, and along the z axis
* into stacks.
*
* Note that if topRadius is set to zero, then this routine will generate a
* cone.
*
* If the orientation is set to GLU.OUTSIDE (with glu.quadricOrientation), then
* any generated normals point away from the z axis. Otherwise, they point
* toward the z axis.
*
* If texturing is turned on (with glu.quadricTexture), then texture
* coordinates are generated so that t ranges linearly from 0.0 at z = 0 to
* 1.0 at z = height, and s ranges from 0.0 at the +y axis, to 0.25 at the +x
* axis, to 0.5 at the -y axis, to 0.75 at the -x axis, and back to 1.0 at the
* +y axis.
*
* @param qobj Specifies the quadrics object (created with glu.newQuadric).
*
* @param baseRadius Specifies the radius of the cylinder at z = 0.
*
* @param topRadius Specifies the radius of the cylinder at z = height.
*
* @param height Specifies the height of the cylinder.
*
* @param slices Specifies the number of subdivisions around the z axis.
*
* @param stacks Specifies the number of subdivisions along the z axis.
*/
public native void cylinder(
int qobj,
double baseRadius,
double topRadius,
double height,
int slices,
int stacks
);
/**
* destroys the quadrics object and frees any memory used by
* it. Once glu.deleteQuadric has been called, the object cannot be used again.
*
* @param qobj pecifies the quadrics object to be destroyed (created with
* glu.newQuadric).
*/
public native void deleteQuadric(
int qobj
);
/**
* renders a disk on the z = 0 plane. The disk has a radius of
* outerRadius, and contains a concentric circular hole with a radius of
* innerRadius. If innerRadius is 0, then no hole is generated. The disk is
* subdivided around the z axis into slices (like pizza slices), and also
* about the z axis into rings (as specified by slices and loops,
* respectively).
*
* With respect to orientation, the +z side of the disk is considered to be
* "outside" (see glu.quadricOrientation). This means that if the orientation
* is set to GLU.OUTSIDE, then any normals generated point along the +z axis.
* Otherwise, they point along the -z axis.
*
* If texturing is turned on (with glu.quadricTexture), texture coordinates are
* generated linearly such that where r=outerRadius, the value at (r, 0, 0) is
* (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5), and at
* (0, -r, 0) it is (0.5, 0).
*/
public native void disk(
int target,
double innerRadius,
double outerRadius,
int slices,
int loops
);
/**
* renders a partial disk on the z=0 plane. A partial disk is
* similar to a full disk, except that only the subset of the disk from
* startAngle through startAngle + sweepAngle is included (where 0 degrees is
* along the +y axis, 90 degrees along the +x axis, 180 along the -y axis, and
* 270 along the -x axis).
*
* The partial disk has a radius of outerRadius, and contains a concentric
* circular hole with a radius of innerRadius. If innerRadius is zero, then
* no hole is generated. The partial disk is subdivided around the z axis
* into slices (like pizza slices), and also about the z axis into rings (as
* specified by slices and loops, respectively).
*
* With respect to orientation, the +z side of the partial disk is considered
* to be outside (see gluQuadricOrientation). This means that if the
* orientation is set to GLU_OUTSIDE, then any normals generated point along
* the +z axis. Otherwise, they point along the -z axis.
*
* If texturing is turned on (with gluQuadricTexture), texture coordinates are
* generated linearly such that where r=outerRadius, the value at (r, 0, 0) is
* (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5), and at
* (0, -r, 0) it is (0.5, 0).
*/
public native void partialDisk(
int target,
double innerRadius,
double outerRadius,
int slices,
int loops,
double startAngle,
double sweepAngle
);
/**
* specifies the draw style for quadrics rendered with
* qobj. The legal values are as follows:
*
* GLU.FILL: Quadrics are rendered with polygon primitives. The polygons
* are drawn in a counterclockwise fashion with respect to
* their normals (as defined with glu.quadricOrientation).
*
* GLU.LINE: Quadrics are rendered as a set of lines.
*
* GLU.SILHOUETTE: Quadrics are rendered as a set of lines, except that edges
* separating coplanar faces will not be drawn.
*
* GLU.POINT: Quadrics are rendered as a set of points.
*/
public native void quadricDrawStyle(
int target,
int drawStyle
);
/**
* specifies what kind of normals are desired for quadrics
* rendered with qobj. The legal values are as follows:
*
* GLU.NONE: No normals are generated.
*
* GLU.FLAT: One normal is generated for every facet of a quadric.
*
* GLU.SMOOTH: One normal is generated for every vertex of a quadric. This
* is the default.
*/
public native void quadricNormals(
int target,
int normals
);
/**
* specifies what kind of orientation is desired for
* quadrics rendered with qobj. The orientation values are as follows:
*
* GLU.OUTSIDE: Quadrics are drawn with normals pointing outward.
*
* GLU.INSIDE: Normals point inward. The default is GLU.OUTSIDE.
*
* Note that the interpretation of outward and inward depends on the quadric
* being drawn.
*/
public native void quadricOrientation(
int target,
int orientation
);
/**
* specifies if texture coordinates should be generated for
* quadrics rendered with qobj. If the value of textureCoords is true,
* then texture coordinates are generated, and if textureCoords is false,
* they are not.. The default is false.
*
* The manner in which texture coordinates are generated depends upon the
* specific quadric rendered.
*/
public native void quadricTexture(
int target,
boolean textureCoords
);
/**
* draws a sphere of the given radius centered around the origin.
* The sphere is subdivided around the z axis into slices and along the z axis
* into stacks (similar to lines of longitude and latitude).
*
* If the orientation is set to GLU.OUTSIDE (with glu.quadricOrientation), then
* any normals generated point away from the center of the sphere. Otherwise,
* they point toward the center of the sphere.
* If texturing is turned on (with glu.quadricTexture), then texture
* coordinates are generated so that t ranges from 0.0 at z=-radius to 1.0 at
* z=radius (t increases linearly along longitudinal lines), and s ranges from
* 0.0 at the +y axis, to 0.25 at the +x axis, to 0.5 at the -y axis, to 0.75
* at the -x axis, and back to 1.0 at the +y axis.
*/
public native void sphere(
int target,
double radius,
int slices,
int stacks
);
public native void quadricCallback(
int target,
int type,
String method
);
public native void quadricCallback(
int target,
int type,
Object obj,
String method
);
}