FFP_ACCUM, FFP_ACCUM_BUFFER, FFP_ADD, FFP_ALPHA_TEST, FFP_AMBIENT, FFP_AMBIENT_AND_DIFFUSE, FFP_ARGB, FFP_BACK, FFP_BILINEAR, FFP_CLIP_PLANE0, FFP_CLIP_PLANE1, FFP_CLIP_PLANE2, FFP_CLIP_PLANE3, FFP_CLIP_PLANE4, FFP_CLIP_PLANE5, FFP_COLOR_MATERIAL, FFP_COLORMAP, FFP_CONSTANT_ATTENUATION, FFP_COVERAGE_BUFFER, FFP_CULL_FACE, FFP_CURRENT_TEXTURES, FFP_DECAL, FFP_DEPTH_BUFFER, FFP_DEPTH_TEST, FFP_DIFFUSE, FFP_DITHER, FFP_DM_TEXTURE_2D, FFP_DM_TEXTURE_MATRIX, FFP_DM_TEXTURE_STACK_DEPTH, FFP_EMISSION, FFP_FALSE, FFP_FILL, FFP_FLAT, FFP_FOG, FFP_FRAME_POLYGON_COUNT, FFP_FRONT, FFP_FRONT_AND_BACK, FFP_GOURAUD, FFP_ID_BUFFER, FFP_INVALID_OPERATION, FFP_INVALID_PARAM, FFP_INVALID_VALUE, FFP_LIGHT_MODEL_AMBIENT, FFP_LIGHT_MODEL_LOCAL_VIEWER, FFP_LIGHT_MODEL_RGB, FFP_LIGHT_MODEL_TWO_SIDE, FFP_LIGHTING, FFP_LINE, FFP_LINE_LOOP, FFP_LINE_STIPPLE, FFP_LINE_STIPPLE_PATTERN, FFP_LINE_STIPPLE_REPEAT, FFP_LINE_STRIP, FFP_LINEAR_ATTENUATION, FFP_LINES, FFP_LOAD, FFP_MATRIX_MODE, FFP_MAX_ALLOCATED_TEXTURES, FFP_MAX_DM_TEXTURE_STACK_DEPTH, FFP_MAX_LIGHTS, FFP_MAX_MODELVIEW_STACK_DEPTH, FFP_MAX_PROJECTION_STACK_DEPTH, FFP_MAX_TEXTURE_SIZE, FFP_MAX_TEXTURE_STACK_DEPTH, FFP_MIX, FFP_MODELVIEW, FFP_MODELVIEW_MATRIX, FFP_MODELVIEW_STACK_DEPTH, FFP_MODULATE, FFP_MULT, FFP_MULTI_THREADED, FFP_NEAREST, FFP_NO_ERROR, FFP_NONE, FFP_NORMALIZE, FFP_NULL_POINTER, FFP_OUT_OF_MEMORY, FFP_PHONG, FFP_POINT, FFP_POINTS, FFP_POLYGON_MODE_BACK, FFP_POLYGON_MODE_FRONT, FFP_POLYGON_OFFSET_FILL, FFP_POLYGON_OFFSET_LINE, FFP_POLYGON_OFFSET_POINT, FFP_POLYGON_STIPPLE, FFP_POSITION, FFP_PROJECTION, FFP_PROJECTION_MATRIX, FFP_PROJECTION_STACK_DEPTH, FFP_QUAD_STRIP, FFP_QUADRATIC_ATTENUATION, FFP_QUADS, FFP_RENDER_EXCEPTION, FFP_RENDER_MODE_COVERAGE, FFP_RENDER_MODE_NORMAL, FFP_RENDER_TECHNIQUE_DEFERRED, FFP_RENDER_TECHNIQUE_FORWARD, FFP_RENDERED_POLYGON_COUNT, FFP_RENDERER, FFP_RETURN, FFP_RETURN_COLOR_VIDEO, FFP_RETURN_DEPTH_VIDEO, FFP_RGB, FFP_SHADE_MODEL, FFP_SHININESS, FFP_SINGLE_THREADED, FFP_SMOOTH, FFP_SMOOTH_MODEL, FFP_SPECULAR, FFP_SPOT_CUTOFF, FFP_SPOT_DIRECTION, FFP_SPOT_EXPONENT, FFP_STACK_OVERFLOW, FFP_STACK_UNDERFLOW, FFP_TEXTURE_2D, FFP_TEXTURE_BLOCK_FILTER, FFP_TEXTURE_ENV_MODE, FFP_TEXTURE_FILTER, FFP_TEXTURE_MATRIX, FFP_TEXTURE_SPHERE_MAP, FFP_TEXTURE_STACK_DEPTH, FFP_THREAD_COUNT_ALL, FFP_THREAD_COUNT_HALF, FFP_THREAD_COUNT_QUARTER, FFP_THREAD_COUNT_THREE_QUARTERS, FFP_TRIANGLE_FAN, FFP_TRIANGLE_STRIP, FFP_TRIANGLES, FFP_TRUE, FFP_VENDOR, FFP_VERSION, FFP_VIDEO_BLEND_STIPPLED_REGIONS, FFP_VIDEO_BUFFER, FFP_VIDEO_COLOR_DITHER, FFP_VIDEO_DITHER_MATRIX, FFP_VIDEO_DITHER_MATRIX0, FFP_VIDEO_DITHER_MATRIX1, FFP_VIDEO_DITHER_MATRIX2, FFP_VIDEO_DITHER_MATRIX3, FFP_VIDEO_GAMMA, FFP_VIDEO_THREAD_COUNT, FFP_VIEWPORT, FFPAUX_FALSE, FFPAUX_FILL, FFPAUX_FLAT, FFPAUX_INSIDE, FFPAUX_LINE, FFPAUX_NONE, FFPAUX_OUTSIDE, FFPAUX_POINT, FFPAUX_SILHOUETTE, FFPAUX_SMOOTH, FFPAUX_TRUE
Modifier and Type | Method and Description |
---|---|
void |
auxCone(float baseRadius,
float height,
int slices,
int stacks,
int draw_param,
int orientation_param,
int shade_type_param,
int tex_coords_param)
Generates a cone.
|
void |
auxCylinder(float baseRadius,
float topRadius,
float height,
int slices,
int stacks,
int draw_param,
int orientation_param,
int shade_type_param,
int tex_coords_param)
Generates a cylinder.
|
void |
auxDisk(float innerRadius,
float outerRadius,
int slices,
int loops,
int draw_param,
int orientation_param,
int shade_type_param,
int tex_coords_param)
Generates a full disk.
|
static float[] |
auxFaceNormal333fv(float[] v1,
float[] v2,
float[] v3)
Creates the normal of the plane defined by three vectors.
|
static void |
auxFaceNormal333fv(float[] v1,
float[] v2,
float[] v3,
float[] dest)
Creates the normal of the plane defined by three vectors.
|
void |
auxLookAt(float eyex,
float eyey,
float eyez,
float centerx,
float centery,
float centerz,
float upx,
float upy,
float upz)
Multiply a viewing transformation onto the current matrix stack that is at the position (eyex,eyey,eyez),
looking at (centerx,centery,centerz) with the up vector (upx,upy,upz)
|
void |
auxOrtho2D(float left,
float right,
float bottom,
float top)
Defines a 2D orthographic projection.
|
void |
auxPartialDisk(float innerRadius,
float outerRadius,
int slices,
int loops,
float startAngle,
float sweepAngle,
int draw_param,
int orientation_param,
int shade_type_param,
int tex_coords_param)
Generates a partial disk.
|
void |
auxPerspective(float fov,
float aspect,
float zNear,
float zFar)
Defines a perspective projection matrix.
|
void |
auxPickMatrix(float x,
float y,
float width,
float height,
int[] viewport)
Defines a projection matrix that fills the entire viewport with the given
rectangular region of the screen.
|
int |
auxProject(float objx,
float objy,
float objz,
float[] model,
float[] proj,
int[] viewport,
float[] win)
Projects a 3D point onto the window.
|
void |
auxSolidCone(float baseRadius,
float height,
int slices,
int stacks)
Generates a solid cone.
|
void |
auxSolidCube(float size)
Generates a solid cube.
|
void |
auxSolidDodecahedron()
Generates a solid dodecahedron.
|
void |
auxSolidIcosahedron()
Generates a solid icosahedron.
|
void |
auxSolidOctahedron()
Generates a solid octahedron.
|
void |
auxSolidSphere(float radius)
Generates a solid sphere.
|
void |
auxSolidSphere(float radius,
int slices,
int stacks)
Generates a solid sphere.
|
void |
auxSolidTetrahedron()
Generates a solid tetrahedron.
|
void |
auxSolidTorus(float innerRadius,
float outerRadius)
Generates a solid 3D torus.
|
void |
auxSolidTorus(float innerRadius,
float outerRadius,
int nsides,
int rings)
Generates a solid 3D torus.
|
void |
auxSphere(float radius,
int slices,
int stacks,
int draw_param,
int orientation_param,
int shade_type_param,
int tex_coords_param)
Generates a sphere.
|
int |
auxUnProject(float winx,
float winy,
float winz,
float[] model,
float[] proj,
int[] viewport,
float[] obj)
Given a point on the window and a depth value, find out the 3D point in object coordinates that was mapped to that pixel.
|
void |
auxWireCone(float baseRadius,
float height,
int slices,
int stacks)
Generates a wireframe cone.
|
void |
auxWireCube(float size)
Generates a wireframe cube.
|
void |
auxWireDodecahedron()
Generates a wireframe dodecahedron.
|
void |
auxWireIcosahedron()
Generates a wireframe icosahedron.
|
void |
auxWireOctahedron()
Generates a wireframe octahedron.
|
void |
auxWireSphere(float radius)
Generates a wireframe sphere.
|
void |
auxWireSphere(float radius,
int slices,
int stacks)
Generates a wireframe sphere.
|
void |
auxWireTetrahedron()
Generates a wireframe tetrahedron.
|
void |
auxWireTorus(float innerRadius,
float outerRadius)
Generates a wireframe 3D torus.
|
void |
auxWireTorus(float innerRadius,
float outerRadius,
int nsides,
int rings)
Generates a wireframe 3D torus.
|
public FFPAUX(FFP ffp)
public void auxWireTorus(float innerRadius, float outerRadius)
Convenience method that calls auxSolidTorus(float, float, int, int)
with default parameters.
innerRadius
- the radius of the inner ringouterRadius
- the radius of the outer ringpublic void auxSolidTorus(float innerRadius, float outerRadius)
Convenience method that calls auxSolidTorus(float, float, int, int)
with default parameters.
innerRadius
- the radius of the inner ringouterRadius
- the radius of the outer ringpublic void auxWireTorus(float innerRadius, float outerRadius, int nsides, int rings)
innerRadius
- the radius of the inner ringouterRadius
- the radius of the outer ringnsides
- the number of sidesrings
- the number of ringspublic void auxSolidTorus(float innerRadius, float outerRadius, int nsides, int rings)
innerRadius
- the radius of the inner ringouterRadius
- the radius of the outer ringnsides
- the number of sidesrings
- the number of ringspublic void auxWireSphere(float radius)
Convenience method that calls auxSphere()
with default parameters.
radius
- the radius of the sphereauxSphere(float, int, int, int, int, int, int)
public void auxSolidSphere(float radius)
Convenience method that calls auxSphere()
with default parameters.
radius
- the radius of the sphereauxSphere(float, int, int, int, int, int, int)
public void auxWireSphere(float radius, int slices, int stacks)
Convenience method that calls auxSphere()
with default parameters.
radius
- the radius of the sphereslices
- the number of slicesstacks
- the number of stacksauxSphere(float, int, int, int, int, int, int)
public void auxSolidSphere(float radius, int slices, int stacks)
Convenience method that calls auxSphere()
with default parameters.
radius
- the radius of the sphereslices
- the number of slicesstacks
- the number of stacksauxSphere(float, int, int, int, int, int, int)
public void auxWireCone(float baseRadius, float height, int slices, int stacks)
Convenience method that calls auxCone(float, float, int, int, int, int, int, int)
with default parameters.
baseRadius
- the radius of the bottom of the coneheight
- the height of the coneslices
- the number of slicesstacks
- the number of stacksauxCone(float, float, int, int, int, int, int, int)
public void auxSolidCone(float baseRadius, float height, int slices, int stacks)
Convenience method that calls auxCone(float, float, int, int, int, int, int, int)
with default parameters.
baseRadius
- the radius of the bottom of the coneslices
- the number of slicesheight
- the height of the conestacks
- the number of stacksauxCone(float, float, int, int, int, int, int, int)
public void auxWireCube(float size)
size
- the size of the cubepublic void auxSolidCube(float size)
size
- the size of the cubepublic void auxWireTetrahedron()
public void auxSolidTetrahedron()
public void auxWireIcosahedron()
public void auxSolidIcosahedron()
public void auxWireOctahedron()
public void auxSolidOctahedron()
public void auxWireDodecahedron()
public void auxSolidDodecahedron()
public void auxCone(float baseRadius, float height, int slices, int stacks, int draw_param, int orientation_param, int shade_type_param, int tex_coords_param)
Convenience method that calls auxCylinder()
with default parameters.
baseRadius
- radius of the baseheight
- height of the cylinderslices
- number of slicesstacks
- number of stacksdraw_param
- how to draw the objectorientation_param
- how the normals should be orientedshade_type_param
- how the normals should be calculatedtex_coords_param
- if texture coordinates should be calculatedauxCylinder(float, float, float, int, int, int, int, int, int)
public void auxCylinder(float baseRadius, float topRadius, float height, int slices, int stacks, int draw_param, int orientation_param, int shade_type_param, int tex_coords_param)
baseRadius
- radius of the basetopRadius
- radius of the topheight
- height of the cylinderslices
- number of slicesstacks
- number of stacksdraw_param
- how to draw the objectorientation_param
- how the normals should be orientedshade_type_param
- how the normals should be calculatedtex_coords_param
- if texture coordinates should be calculatedpublic void auxSphere(float radius, int slices, int stacks, int draw_param, int orientation_param, int shade_type_param, int tex_coords_param)
radius
- radius of the sphereslices
- number of slicesstacks
- number of stacksdraw_param
- how to draw the objectorientation_param
- how the normals should be orientedshade_type_param
- how the normals should be calculatedtex_coords_param
- if texture coordinates should be calculatedpublic void auxDisk(float innerRadius, float outerRadius, int slices, int loops, int draw_param, int orientation_param, int shade_type_param, int tex_coords_param)
innerRadius
- radius of the inner ringouterRadius
- radius of the outer ringslices
- number of slicesloops
- number of loopsdraw_param
- how to draw the objectorientation_param
- how the normals should be orientedshade_type_param
- how the normals should be calculatedtex_coords_param
- if texture coordinates should be calculatedpublic void auxPartialDisk(float innerRadius, float outerRadius, int slices, int loops, float startAngle, float sweepAngle, int draw_param, int orientation_param, int shade_type_param, int tex_coords_param)
innerRadius
- radius of the inner ringouterRadius
- radius of the outer ringslices
- number of slicesloops
- number of loopsstartAngle
- the starting angle of the disksweepAngle
- the sweep angle of the diskdraw_param
- how to draw the objectorientation_param
- how the normals should be orientedshade_type_param
- how the normals should be calculatedtex_coords_param
- if texture coordinates should be calculatedpublic static float[] auxFaceNormal333fv(float[] v1, float[] v2, float[] v3)
v1
- the 3D vector containing the first point on the planev2
- the 3D vector containing the second point on the planev3
- the 3D vector containing the third point on the planepublic static void auxFaceNormal333fv(float[] v1, float[] v2, float[] v3, float[] dest)
v1
- the 3D vector containing the first point on the planev2
- the 3D vector containing the second point on the planev3
- the 3D vector containing the third point on the planedest
- the 3D output vectorpublic void auxOrtho2D(float left, float right, float bottom, float top)
This function simply calls FFP.ffpOrtho(float, float, float, float, float, float)
with -1 and 1 as the near
and far
parameters, respectively.
left
- left vertical clipping planeright
- right vertical clipping planebottom
- bottom horizontal clipping planetop
- top horizontal clipping planeFFP.ffpOrtho(float, float, float, float, float, float)
public void auxPerspective(float fov, float aspect, float zNear, float zFar)
fov
- the vertical field of view, in degreesaspect
- the aspect ratio, normally defined as the ratio of the width and heightzNear
- the distance of near clipping plane (must be positive)zFar
- the distance of the far clipping plane (must be positive)FFP.ffpFrustum(float, float, float, float, float, float)
public void auxPickMatrix(float x, float y, float width, float height, int[] viewport)
x
- the x coordinate of the rectangular region in window coordinatesy
- the y coordinate of the rectangular region in window coordinateswidth
- the width of the rectangular region in window coordinatesheight
- the height of the rectangular region in window coordinatesviewport
- the current viewportpublic int auxProject(float objx, float objy, float objz, float[] model, float[] proj, int[] viewport, float[] win)
objx
- the x coordinate of the objectobjy
- the y coordinate of the objectobjz
- the z coordinate of the objectmodel
- the current modelview matrixproj
- the current projection matrixviewport
- the current viewportwin
- the array that is used to return the (x, y, z) values of the window coordinatepublic int auxUnProject(float winx, float winy, float winz, float[] model, float[] proj, int[] viewport, float[] obj)
winx
- the x coordinate of the window to be mappedwiny
- the y coordinate of the window to be mappedwinz
- the z coordinate of the window to be mapped (from depth buffer)model
- the current modelview matrixproj
- the current projection matrixviewport
- the current viewportobj
- the array that is used to return the (x, y, z) values of the object coordinatepublic void auxLookAt(float eyex, float eyey, float eyez, float centerx, float centery, float centerz, float upx, float upy, float upz)
eyex
- the x coordinate of the position of the eye pointeyey
- the y coordinate of the position of the eye pointeyez
- the z coordinate of the position of the eye pointcenterx
- the x coordinate of the position to look atcentery
- the y coordinate of the position to look atcenterz
- the z coordinate of the position to look atupx
- the x coordinate of the direction of the up
vectorupy
- the y coordinate of the direction of the up
vectorupz
- the z coordinate of the direction of the up
vector