#1107-Fix Javadoc warnings in OpenJDK 9+ (#1112)

v3.2
Stephen Gold 6 years ago
parent dc4b71ce2b
commit a582b7d1ca
  1. 6
      jme3-core/src/main/java/com/jme3/bounding/BoundingBox.java
  2. 10
      jme3-core/src/main/java/com/jme3/bounding/BoundingSphere.java
  3. 2
      jme3-core/src/main/java/com/jme3/cinematic/events/CameraEvent.java
  4. 18
      jme3-core/src/main/java/com/jme3/material/RenderState.java
  5. 2
      jme3-core/src/main/java/com/jme3/material/Technique.java
  6. 5
      jme3-core/src/main/java/com/jme3/math/FastMath.java
  7. 5
      jme3-core/src/main/java/com/jme3/math/Ray.java
  8. 2
      jme3-core/src/main/java/com/jme3/renderer/Caps.java
  9. 383
      jme3-core/src/main/java/com/jme3/renderer/opengl/GL.java
  10. 2
      jme3-core/src/main/java/com/jme3/system/SystemListener.java
  11. 8
      jme3-core/src/main/java/com/jme3/texture/Texture.java
  12. 16
      jme3-core/src/main/java/com/jme3/texture/TextureCubeMap.java
  13. 5
      jme3-core/src/main/java/com/jme3/util/ListSort.java
  14. 2
      jme3-core/src/main/java/com/jme3/util/SortUtil.java
  15. 2
      jme3-core/src/plugins/java/com/jme3/export/binary/ByteUtils.java
  16. 18
      jme3-core/src/plugins/java/com/jme3/material/plugins/ConditionParser.java
  17. 4
      jme3-core/src/plugins/java/com/jme3/material/plugins/ShaderNodeLoaderDelegate.java
  18. 2
      jme3-networking/src/main/java/com/jme3/network/serializing/Serializer.java

@ -79,9 +79,9 @@ public class BoundingBox extends BoundingVolume {
* Instantiate a <code>BoundingBox</code> with given center and extents.
*
* @param c the coordinates of the center of the box (not null, not altered)
* @param x the X-extent of the box (>=0, may be +Infinity)
* @param y the Y-extent of the box (>=0, may be +Infinity)
* @param z the Z-extent of the box (>=0, may be +Infinity)
* @param x the X-extent of the box (0 or greater, may be +Infinity)
* @param y the Y-extent of the box (0 or greater, may be +Infinity)
* @param z the Z-extent of the box (0 or greater, may be +Infinity)
*/
public BoundingBox(Vector3f c, float x, float y, float z) {
this.center.set(c);

@ -173,11 +173,11 @@ public class BoundingSphere extends BoundingVolume {
/**
* Calculates a minimum bounding sphere for the set of points. The algorithm
* was originally found in C++ at
* <p><a href="http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1">
* http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1</a><br><strong>broken link</strong></p>
* <p>and translated to java by Cep21</p>
*
* was originally found in C++ at <br>
* <a href="http://flipcode.com/archives/Smallest_Enclosing_Spheres.shtml">
* http://flipcode.com/archives/Smallest_Enclosing_Spheres.shtml</a> <br>
* and translated to java by Cep21
*
* @param points
* The points to calculate the minimum bounds from.
*/

@ -41,7 +41,7 @@ import java.io.IOException;
/**
*
* @author Rickard <neph1 @ github>
* @author Rickard (neph1 @ github)
*/
public class CameraEvent extends AbstractCinematicEvent{

@ -272,27 +272,27 @@ public class RenderState implements Cloneable, Savable {
/**
* Additive blending. For use with glows and particle emitters.
* <p>
* Result = Source Color + Destination Color -> (GL_ONE, GL_ONE)
* Result = Source Color + Destination Color -&gt; (GL_ONE, GL_ONE)
*/
Additive,
/**
* Premultiplied alpha blending, for use with premult alpha textures.
* <p>
* Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
* Result = Source Color + (Dest Color * (1 - Source Alpha) ) -&gt; (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
*/
PremultAlpha,
/**
* Additive blending that is multiplied with source alpha.
* For use with glows and particle emitters.
* <p>
* Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE)
* Result = (Source Alpha * Source Color) + Dest Color -&gt; (GL_SRC_ALPHA, GL_ONE)
*/
AlphaAdditive,
/**
* Color blending, blends in color from dest color
* using source color.
* <p>
* Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
* Result = Source Color + (1 - Source Color) * Dest Color -&gt; (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
*/
Color,
/**
@ -300,26 +300,26 @@ public class RenderState implements Cloneable, Savable {
* using source alpha.
* <p>
* Result = Source Alpha * Source Color +
* (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
* (1 - Source Alpha) * Dest Color -&gt; (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
*/
Alpha,
/**
* Multiplies the source and dest colors.
* <p>
* Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO)
* Result = Source Color * Dest Color -&gt; (GL_DST_COLOR, GL_ZERO)
*/
Modulate,
/**
* Multiplies the source and dest colors then doubles the result.
* <p>
* Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR)
* Result = 2 * Source Color * Dest Color -&gt; (GL_DST_COLOR, GL_SRC_COLOR)
*/
ModulateX2,
/**
* Opposite effect of Modulate/Multiply. Invert both colors, multiply and
* then invert the result.
* <p>
* Result = 1 - (1 - Source Color) * (1 - Dest Color) -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
* Result = 1 - (1 - Source Color) * (1 - Dest Color) -&gt; (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
*/
Screen,
/**
@ -327,7 +327,7 @@ public class RenderState implements Cloneable, Savable {
* operation. This is directly equivalent to Photoshop's "Exclusion" blend.
* <p>
* Result = (Source Color * (1 - Dest Color)) + (Dest Color * (1 - Source Color))
* -> (GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR)
* -&gt; (GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR)
*/
Exclusion,
/**

@ -169,7 +169,7 @@ public final class Technique {
/**
* Get the {@link DefineList} for dynamic defines.
*
* Dynamic defines are used to implement material parameter -> define
* Dynamic defines are used to implement material parameter -- define
* bindings as well as {@link TechniqueDefLogic} specific functionality.
*
* @return all dynamic defines.

@ -91,7 +91,7 @@ final public class FastMath {
* Get the next power of two of the given number.
*
* E.g. for an input 100, this returns 128.
* Returns 1 for all numbers <= 1.
* Returns 1 for all numbers less than or equal to 1.
*
* @param number The number to obtain the POT for.
* @return The next power of two.
@ -942,7 +942,8 @@ final public class FastMath {
* Converts a single precision (32 bit) floating point value
* into half precision (16 bit).
*
* <p>Source: <a href="ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf</a>
* <p>Source: <a href="ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf">
* ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf</a>
*
* @param half The half floating point value as a short.
* @return floating point value of the half.

@ -43,8 +43,9 @@ import java.io.IOException;
/**
* <code>Ray</code> defines a line segment which has an origin and a direction.
* That is, a point and an infinite ray is cast from this point. The ray is
* defined by the following equation: R(t) = origin + t*direction for t >= 0.
*
* defined by the following equation: {@literal
* R(t) = origin + t*direction for t >= 0.
* }
* @author Mark Powell
* @author Joshua Slack
*/

@ -238,7 +238,7 @@ public enum Caps {
TextureBuffer,
/**
* Supports floating point & half textures (Format.RGB16F)
* Supports floating point and half textures (Format.RGB16F)
*/
FloatTexture,

@ -249,40 +249,357 @@ public interface GL {
public long glGetQueryObjectui64(int query, int pname);
public int glGetQueryObjectiv(int query, int pname);
public void glGetShader(int shader, int pname, IntBuffer params);
public String glGetShaderInfoLog(int shader, int maxSize);
public String glGetString(int name);
public int glGetUniformLocation(int program, String name);
public boolean glIsEnabled(int cap);
public void glLineWidth(float width);
public void glLinkProgram(int program);
public void glPixelStorei(int pname, int param);
public void glPolygonOffset(float factor, float units);
public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
public void glScissor(int x, int y, int width, int height);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glGetShaderInfoLog">Reference Page</a></p>
* <p>
* Returns the information log for a shader object.
*
* @param shader the shader object whose information log is to be queried.
* @param maxSize the size of the character buffer for storing the returned information log.
*/
public String glGetShaderInfoLog(int shader, int maxSize);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glGetString">Reference Page</a></p>
* <p>
* Return strings describing properties of the current GL context.
*
* @param name the property to query. One of:<br><table><tr><td>{@link #GL_RENDERER RENDERER}</td><td>{@link #GL_VENDOR VENDOR}</td><td>{@link #GL_EXTENSIONS EXTENSIONS}</td><td>{@link #GL_VERSION VERSION}</td><td>{@link GL2#GL_SHADING_LANGUAGE_VERSION SHADING_LANGUAGE_VERSION}</td></tr></table>
*/
public String glGetString(int name);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glGetUniformLocation">Reference Page</a></p>
* <p>
* Returns the location of a uniform variable.
*
* @param program the program object to be queried.
* @param name a null terminated string containing the name of the uniform variable whose location is to be queried.
*/
public int glGetUniformLocation(int program, String name);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glIsEnabled">Reference Page</a></p>
* <p>
* Determines if {@code cap} is currently enabled (as with {@link #glEnable Enable}) or disabled.
*
* @param cap the enable state to query.
*/
public boolean glIsEnabled(int cap);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glLineWidth">Reference Page</a></p>
*
* Sets the width of rasterized line segments. The default width is 1.0.
*
* @param width the line width.
*/
public void glLineWidth(float width);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glLinkProgram">Reference Page</a></p>
*
* Links a program object.
*
* @param program the program object to be linked.
*/
public void glLinkProgram(int program);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glPixelStorei">Reference Page</a></p>
* <p>
* Sets the integer value of a pixel store parameter.
*
* @param pname the pixel store parameter to set.
* @param param the parameter value
*/
public void glPixelStorei(int pname, int param);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glPolygonOffset">Reference Page</a></p>
* <p>
* The depth values of all fragments generated by the rasterization of a polygon may be offset by a single value that is computed for that polygon. This
* function determines that value.
* <p>
* <p>{@code factor} scales the maximum depth slope of the polygon, and {@code units} scales an implementation-dependent constant that relates to the usable
* resolution of the depth buffer. The resulting values are summed to produce the polygon offset value.</p>
*
* @param factor the maximum depth slope factor.
* @param units the constant scale.
*/
public void glPolygonOffset(float factor, float units);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a></p>
* <p>
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GLFbo#GL_READ_FRAMEBUFFER_BINDING_EXT READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format.
* @param type the pixel type.
* @param data a buffer in which to place the returned pixel data.
*/
public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a></p>
* <p>
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GLFbo#GL_READ_FRAMEBUFFER_BINDING_EXT READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format.
* @param type the pixel type.
* @param offset a buffer in which to place the returned pixel data/
*/
public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glScissor">Reference Page</a></p>
* <p>
* Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using {@link #glEnable Enable} or {@link #glDisable Disable}
* with the symbolic constant {@link #GL_SCISSOR_TEST SCISSOR_TEST}. When disabled, it is as if the scissor test always passes. When enabled, if
* left &lt;= x<sub>w</sub> &lt; left + width and bottom &lt;= y<sub>w</sub> &lt; bottom + height for the scissor rectangle, then the scissor
* test passes. Otherwise, the test fails and the fragment is discarded.
*
* @param x the left scissor rectangle coordinate.
* @param y the bottom scissor rectangle coordinate.
* @param width the scissor rectangle width.
* @param height the scissor rectangle height.
*/
public void glScissor(int x, int y, int width, int height);
public void glShaderSource(int shader, String[] string, IntBuffer length);
public void glStencilFuncSeparate(int face, int func, int ref, int mask);
public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
public void glStencilFuncSeparate(int face, int func, int ref, int mask);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glStencilOpSeparate">Reference Page</a></p>
* <p>
* Sets front and/or back stencil test actions.
*
* @param face whether front and/or back stencil state is updated. One of:<br><table><tr><td>{@link GL#GL_FRONT FRONT}</td><td>{@link GL#GL_BACK BACK}</td><td>{@link GL#GL_FRONT_AND_BACK FRONT_AND_BACK}</td></tr></table>
* @param sfail the action to take when the stencil test fails. The initial value is GL_KEEP. One of:<br><table><tr><td>{@link GL#GL_KEEP KEEP}</td><td>{@link GL#GL_ZERO ZERO}</td><td>{@link GL#GL_REPLACE REPLACE}</td><td>{@link GL#GL_INCR INCR}</td><td>{@link GL#GL_INCR_WRAP INCR_WRAP}</td><td>{@link GL#GL_DECR DECR}</td><td>{@link GL#GL_DECR_WRAP DECR_WRAP}</td><td>{@link GL#GL_INVERT INVERT}</td></tr></table>
* @param dpfail the stencil action when the stencil test passes, but the depth test fails. The initial value is GL_KEEP.
* @param dppass the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth
* testing is not enabled. The initial value is GL_KEEP.
*/
public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
public void glTexParameterf(int target, int pname, float param);
public void glTexParameteri(int target, int pname, int param);
public void glTexParameterf(int target, int pname, float param);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glTexParameteri">Reference Page</a></p>
* <p>
* Sets the integer value of a texture parameter, which controls how the texel array is treated when specified or changed, and when applied to a fragment.
*
* @param target the texture target.
* @param pname the parameter to set.
* @param param the parameter value.
*/
public void glTexParameteri(int target, int pname, int param);
public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
public void glUniform1(int location, FloatBuffer value);
public void glUniform1(int location, IntBuffer value);
public void glUniform1f(int location, float v0);
public void glUniform1i(int location, int v0);
public void glUniform2(int location, IntBuffer value);
public void glUniform2(int location, FloatBuffer value);
public void glUniform2f(int location, float v0, float v1);
public void glUniform3(int location, IntBuffer value);
public void glUniform3(int location, FloatBuffer value);
public void glUniform3f(int location, float v0, float v1, float v2);
public void glUniform4(int location, FloatBuffer value);
public void glUniform4(int location, IntBuffer value);
public void glUniform4f(int location, float v0, float v1, float v2, float v3);
public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
public void glUseProgram(int program);
public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
public void glViewport(int x, int y, int width, int height);
public void glUniform1(int location, FloatBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single int uniform variable or a int uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniform1(int location, IntBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a float uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param v0 the uniform value.
*/
public void glUniform1f(int location, float v0);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of an int uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param v0 the uniform value.
*/
public void glUniform1i(int location, int v0);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniform2(int location, IntBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniform2(int location, FloatBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a vec2 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param v0 the uniform x value.
* @param v1 the uniform y value.
*/
public void glUniform2f(int location, float v0, float v1);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniform3(int location, IntBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniform3(int location, FloatBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a vec3 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param v0 the uniform x value.
* @param v1 the uniform y value.
* @param v2 the uniform z value.
*/
public void glUniform3f(int location, float v0, float v1, float v2);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniform4(int location, FloatBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniform4(int location, IntBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a vec4 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param v0 the uniform x value.
* @param v1 the uniform y value.
* @param v2 the uniform z value.
* @param v3 the uniform w value.
*/
public void glUniform4f(int location, float v0, float v1, float v2, float v3);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
* <p>
* Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified.
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable.
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
*/
public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glUseProgram">Reference Page</a></p>
* <p>
* Installs a program object as part of current rendering state.
*
* @param program the program object whose executables are to be used as part of current rendering state.
*/
public void glUseProgram(int program);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glVertexAttribPointer">Reference Page</a></p>
* <p>
* Specifies the location and organization of a vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array.
* @param type the data type of each component in the array. The initial value is GL_FLOAT.
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*/
public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
/**
* <p><a target="_blank" href="http://docs.gl/gl4/glViewport">Reference Page</a></p>
* <p>
* Specifies the viewport transformation parameters for all viewports.
* <p>
* <p>In the initial state, {@code width} and {@code height} for each viewport are set to the width and height, respectively, of the window into which the GL is to do
* its rendering. If the default framebuffer is bound but no default framebuffer is associated with the GL context, then {@code width} and {@code height} are
* initially set to zero.</p>
*
* @param x the left viewport coordinate.
* @param y the bottom viewport coordinate.
* @param width the viewport width.
* @param height the viewport height.
*/
public void glViewport(int x, int y, int width, int height);
}

@ -32,7 +32,7 @@
package com.jme3.system;
/**
* The <code>ContextListener> provides a means for an application
* The {@code SystemListener} provides a means for an application
* to receive events relating to a context.
*/
public interface SystemListener {

@ -278,21 +278,23 @@ public abstract class Texture implements CloneableSmartAsset, Savable, Cloneable
*/
Off,
/**
/**
* {@code
* Compares the 3rd texture coordinate R to the value
* in this depth texture. If R <= texture value then result is 1.0,
* otherwise, result is 0.0. If filtering is set to bilinear or trilinear
* the implementation may sample the texture multiple times to provide
* smoother results in the range [0, 1].
* smoother results in the range [0, 1].}
*/
LessOrEqual,
/**
* {@code
* Compares the 3rd texture coordinate R to the value
* in this depth texture. If R >= texture value then result is 1.0,
* otherwise, result is 0.0. If filtering is set to bilinear or trilinear
* the implementation may sample the texture multiple times to provide
* smoother results in the range [0, 1].
* smoother results in the range [0, 1].}
*/
GreaterOrEqual
}

@ -44,14 +44,14 @@ import java.util.ArrayList;
* Describes a cubemap texture.
* The image specified by setImage must contain 6 data units,
* each data contains a 2D image representing a cube's face.
* The slices are specified in this order:<br/>
* <br/>
* 0 => Positive X (+x)<br/>
* 1 => Negative X (-x)<br/>
* 2 => Positive Y (+y)<br/>
* 3 => Negative Y (-y)<br/>
* 4 => Positive Z (+z)<br/>
* 5 => Negative Z (-z)<br/>
* The slices are specified in this order:<br>
* <br>
* 0 -- Positive X (+x)<br>
* 1 -- Negative X (-x)<br>
* 2 -- Positive Y (+y)<br>
* 3 -- Negative Y (-y)<br>
* 4 -- Positive Z (+z)<br>
* 5 -- Negative Z (-z)<br>
*
* @author Joshua Slack
*/

@ -52,12 +52,13 @@ import java.util.Comparator;
* for optimal performance, but can be called several times if the length of the
* list changes
*
* {@code
* Disclaimer : I was intrigued by the use of val >>> 1 in java 7 Timsort class
* instead of val / 2 (integer division). Micro benching revealed that val >>> 1
* is twice faster than val / 2 in java 6 and has similar perf in java 7. The
* following code uses val >>> 1 when ever a value needs to be divided by 2 and
* rounded to its floor
*
* }
*
* @author Nehon
*/
@ -66,7 +67,7 @@ public class ListSort<T> {
/**
* Threshold for binary sort vs merge. Original algorithm use 64, java7
* TimSort uses 32 and I used 128, see this post for explanations :
* http://hub.jmonkeyengine.org/groups/development-discussion-jme3/forum/topic/i-got-that-sorted-out-huhuhu/
* https://hub.jmonkeyengine.org/t/i-got-that-sorted-out-huhuhu/24478
*/
private static final int MIN_SIZE = 128;
private T[] array;

@ -47,7 +47,7 @@ public class SortUtil {
private static final int INSERTION_SORT_THRESHOLD = 7;
/**
/*
procedure optimizedGnomeSort(a[])
pos := 1
last := 0

@ -452,7 +452,7 @@ public class ByteUtils {
* of bytes have been read.
*
* @param store
* the byte array to store in. Should have a length > bytes
* the byte array to store in. Array length must be greater than bytes param.
* @param bytes
* the number of bytes to read.
* @param is

@ -78,15 +78,13 @@ public class ConditionParser {
* parse a condition and returns the list of defines of this condition.
* additionally this methods updates the formattedExpression with uppercased
* defines names
*
* supported expression syntax example:
* <code>
* "(LightMap && SeparateTexCoord) || !ColorMap"
* "#if (defined(LightMap) && defined(SeparateTexCoord)) || !defined(ColorMap)"
* "#ifdef LightMap"
* "#ifdef (LightMap && SeparateTexCoord) || !ColorMap"
* </code>
*
*
* supported expression syntax example:<br><br>
* {@code "(LightMap && SeparateTexCoord) || !ColorMap"}<br><br>
* {@code "#if (defined(LightMap) && defined(SeparateTexCoord)) || !defined(ColorMap)"}<br><br>
* {@code "#ifdef LightMap"}<br><br>
* {@code "#ifdef (LightMap && SeparateTexCoord) || !ColorMap"}<br>
*
* @param expression the expression to parse
* @return the list of defines
*/
@ -111,4 +109,4 @@ public class ConditionParser {
public String getFormattedExpression() {
return formattedExpression;
}
}
}

@ -984,11 +984,11 @@ public class ShaderNodeLoaderDelegate {
}
/**
* merges 2 condition with the given operator
* Merges 2 conditions with the given operator
*
* @param condition1 the first condition
* @param condition2 the second condition
* @param operator the operator ("&&" or "||&)
* @param operator the operator {@literal ("&&" or "||&)}
* @return the merged condition
*/
public String mergeConditions(String condition1, String condition2, String operator) {

@ -153,7 +153,7 @@ public abstract class Serializer {
/**
* When set to true, classes that do not have intrinsic IDs in their
* @Serializable will not be auto-registered during write. Defaults
* {@code @Serializable } will not be auto-registered during write. Defaults
* to true since this is almost never desired behavior with the way
* this code works. Set to false to get the old permissive behavior.
*/

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