#1107-Fix Javadoc warnings in OpenJDK 9+ (#1112)
This commit is contained in:
parent
dc4b71ce2b
commit
a582b7d1ca
@ -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);
|
||||
|
@ -173,10 +173,10 @@ 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 -> (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) ) -> (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 -> (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 -> (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 -> (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 -> (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 -> (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) -> (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)
|
||||
* -> (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);
|
||||
|
||||
/**
|
||||
* <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 <= x<sub>w</sub> < left + width and bottom <= y<sub>w</sub> < 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);
|
||||
|
||||
/**
|
||||
* <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);
|
||||
|
||||
/**
|
||||
* <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);
|
||||
|
||||
/**
|
||||
* <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 {
|
||||
|
@ -279,20 +279,22 @@ 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
|
||||
|
@ -79,13 +79,11 @@ public class ConditionParser {
|
||||
* 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
|
||||
|
@ -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.
|
||||
*/
|
||||
|
Loading…
x
Reference in New Issue
Block a user