Exemple #1
0
static PyObject* py_glGetVertexAttrib(PyObject *, PyObject *args) {
  CHECK_ARG_COUNT(args, 2);
  PyObject *rv = 0;
  Uint attrib(PyTuple_GetItem(args, 0));
  Enum pname(PyTuple_GetItem(args, 1));
  switch (pname) {
    case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
    case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
    case GL_VERTEX_ATTRIB_ARRAY_SIZE:
    case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
    case GL_VERTEX_ATTRIB_ARRAY_TYPE:
    case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: {
      GLint value;
      glGetVertexAttribiv(attrib, pname, &value);
      rv = PyInt_FromLong(value);
      break;
    }
    case GL_CURRENT_VERTEX_ATTRIB: {
      Array1D<Float> values(4);
      glGetVertexAttribfv(attrib, pname, values);
      rv = values.toPy();
      break;
    }
    default:
      PyErr_SetString(PyExc_RuntimeError, "gl.GetVertexAttrib: invalid parameter name");
  }
  return rv;
}
Exemple #2
0
      /*! \brief Sets the value of a vertex attribute, if no attribute
        array is bound.
       
        This function only sets the state if it has been updated.
       */
      inline void setAttribute(GLuint idx, GLfloat x = 0, GLfloat y = 0, GLfloat z = 0, GLfloat w = 0)
      {
	if (idx >= _vertexAttributeState.size())
	  M_throw() << "Attribute index out of range";

	if (idx == 0)
	  M_throw() << "Cannot set the value of the 0th vertex attribute.";

	std::array<GLfloat, 4> newval = {{x,y,z,w}};

#ifdef MAGNET_DEBUG
	std::array<GLfloat, 4> oldval;
	glGetVertexAttribfv(idx, GL_CURRENT_VERTEX_ATTRIB, &oldval[0]);
	detail::errorCheck();

	if (oldval != _vertexAttributeState[idx].current_value)
	  M_throw() << "Vertex attribute state changed without using the GL context!";
#endif

	if (newval == _vertexAttributeState[idx].current_value) return;
	_vertexAttributeState[idx].current_value = newval;

	glVertexAttrib4f(idx, newval[0], newval[1], newval[2], newval[3]);
	detail::errorCheck();
      }
Exemple #3
0
	Vector4D ShaderManager :: GetAttributeVector ( int location )
	{
		float values [SIZE4D];

		glGetVertexAttribfv ( location, GL_CURRENT_VERTEX_ATTRIB, values );

		return Vector4D ( values );
	}
Exemple #4
0
static int CurGetFloat(lua_State *L, GLuint index)
    {
    int i;
    GLfloat params[4];
    glGetVertexAttribfv(index, pname, params);
    CheckError(L);
    for(i=0 ; i<4; i++)
        lua_pushnumber(L, params[i]);
    return 4;
    }
Exemple #5
0
	Vector4D ShaderManager :: GetAttributeVector ( char * name )
	{
		int location = glGetAttribLocation ( Program, name );

		if ( location < 0 )
			return Vector4D :: Zero;
				
		float values [SIZE4D];

		glGetVertexAttribfv ( location, GL_CURRENT_VERTEX_ATTRIB, values );
				
		return Vector4D ( values );
	}
Exemple #6
0
Handle<Value> GLESglGetVertexAttribCallback(const Arguments& args) {
	if (args.Length() != 2)
		return v8::Undefined();
	
	//get arguments
	unsigned index = args[0]->Uint32Value();
	unsigned pname = args[1]->Uint32Value();

	switch(pname) {
		//1 int value
		case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
		case GL_VERTEX_ATTRIB_ARRAY_SIZE:
		case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
		case GL_VERTEX_ATTRIB_ARRAY_TYPE:
		{
			GLint ans = 0;
			glGetVertexAttribiv((GLuint)index, (GLenum)pname, &ans);

			return Integer::New(ans);
		}

		//1 boolean value
		case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
		case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
		{
			GLint ans = 0;
			glGetVertexAttribiv((GLuint)index, (GLenum)pname, &ans);

			return Boolean::New(ans != GL_FALSE);
		}

		//4 float values
		case GL_CURRENT_VERTEX_ATTRIB: //(?)
		{
			GLfloat* ans = new GLfloat[4];
			glGetVertexAttribfv((GLuint)index, (GLenum)pname, ans);

			Local<Array> res = Array::New(4);
			for (int i = 0; i < 4; ++i) {
				res->Set(Integer::New(i), Integer::New(ans[i]));
			}

			delete[] ans;

			return res;
		}
	}

	return v8::Undefined();
}
void StateSystem::VertexImmediateState::getGL()
{
  for (GLuint i = 0; i < MAX_VERTEXATTRIBS; i++){
    switch(data[i].mode){
    case VERTEXMODE_FLOAT:
      glGetVertexAttribfv(i,GL_CURRENT_VERTEX_ATTRIB,data[i].floats);
      break;
    case VERTEXMODE_INT:
      glGetVertexAttribIiv(i,GL_CURRENT_VERTEX_ATTRIB,data[i].ints);
      break;
    case VERTEXMODE_UINT:
      glGetVertexAttribIuiv(i,GL_CURRENT_VERTEX_ATTRIB,data[i].uints);
      break;
    }
  }
}
Exemple #8
0
 void get_vertex_attribfv(gl::uint_t index, vertex_attrib_property_arb_t pname, gl::float_t * params) {
   glGetVertexAttribfv(index, static_cast<GLenum>(pname), params);
 }
void GraphicsContext3D::getVertexAttribfv(GC3Duint index, GC3Denum paramName, GC3Dfloat* value)
{
    makeContextCurrent();
    glGetVertexAttribfv(index, paramName, value);
}
enum piglit_result piglit_display(void)
{
	GLvoid *datap;
	GLint intv[] = { 1, 1, 1, 1 };
	GLfloat floatv[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat quad[] = { -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0 };

	GLsizei length;
	GLint size;
	GLenum type;
	GLchar buffer[64];

	GLuint program, vShader, fShader;
	int maxAttribCount;

	/* --- valid program needed for some of the functions --- */

	fShader = glCreateShader(GL_FRAGMENT_SHADER);
	vShader = glCreateShader(GL_VERTEX_SHADER);

	glShaderSource(fShader, 1, &fShaderString, NULL);
	glShaderSource(vShader, 1, &vShaderString, NULL);

	glCompileShader(vShader);
	glCompileShader(fShader);

	program = glCreateProgram();

	glAttachShader(program, vShader);
	glAttachShader(program, fShader);

	glLinkProgram(program);

	glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribCount);

	/* --- tests begin here --- */

	glVertexAttrib1f(maxAttribCount, floatv[0]);
	CHECK_GL_INVALID_VALUE;

	glVertexAttrib2f(maxAttribCount, floatv[0], floatv[1]);
	CHECK_GL_INVALID_VALUE;

	glVertexAttrib3f(maxAttribCount, floatv[0], floatv[1], floatv[2]);
	CHECK_GL_INVALID_VALUE;

	glVertexAttrib4f(maxAttribCount, floatv[0], floatv[1], floatv[2],
			 floatv[3]);
	CHECK_GL_INVALID_VALUE;

	glVertexAttrib1fv(maxAttribCount, floatv);
	CHECK_GL_INVALID_VALUE;

	glVertexAttrib2fv(maxAttribCount, floatv);
	CHECK_GL_INVALID_VALUE;

	glVertexAttrib3fv(maxAttribCount, floatv);
	CHECK_GL_INVALID_VALUE;

	glVertexAttrib4fv(maxAttribCount, floatv);
	CHECK_GL_INVALID_VALUE;

	glVertexAttribPointer(maxAttribCount, 2, GL_FLOAT, GL_FALSE, 0, quad);
	CHECK_GL_INVALID_VALUE;

	glBindAttribLocation(program, maxAttribCount, "pos");
	CHECK_GL_INVALID_VALUE;

	glEnableVertexAttribArray(maxAttribCount);
	CHECK_GL_INVALID_VALUE;

	glDisableVertexAttribArray(maxAttribCount);
	CHECK_GL_INVALID_VALUE;

	glGetVertexAttribfv(maxAttribCount, GL_CURRENT_VERTEX_ATTRIB, floatv);
	CHECK_GL_INVALID_VALUE;

	glGetVertexAttribiv(maxAttribCount, GL_CURRENT_VERTEX_ATTRIB, intv);
	CHECK_GL_INVALID_VALUE;

	glGetVertexAttribPointerv(maxAttribCount, GL_VERTEX_ATTRIB_ARRAY_POINTER, &datap);
	CHECK_GL_INVALID_VALUE;

	glGetActiveAttrib(program, maxAttribCount, 64, &length, &size, &type, buffer);
	CHECK_GL_INVALID_VALUE;

	return PIGLIT_PASS;
}
Exemple #11
0
uintptr_t processFn(struct fnargs* args, char* parg) {
	uintptr_t ret = 0;
	switch (args->fn) {
	case glfnUNDEFINED:
		abort(); // bad glfn
		break;
	case glfnActiveTexture:
		glActiveTexture((GLenum)args->a0);
		break;
	case glfnAttachShader:
		glAttachShader((GLint)args->a0, (GLint)args->a1);
		break;
	case glfnBindAttribLocation:
		glBindAttribLocation((GLint)args->a0, (GLint)args->a1, (GLchar*)args->a2);
		break;
	case glfnBindBuffer:
		glBindBuffer((GLenum)args->a0, (GLuint)args->a1);
		break;
	case glfnBindFramebuffer:
		glBindFramebuffer((GLenum)args->a0, (GLint)args->a1);
		break;
	case glfnBindRenderbuffer:
		glBindRenderbuffer((GLenum)args->a0, (GLint)args->a1);
		break;
	case glfnBindTexture:
		glBindTexture((GLenum)args->a0, (GLint)args->a1);
		break;
	case glfnBlendColor:
		glBlendColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
		break;
	case glfnBlendEquation:
		glBlendEquation((GLenum)args->a0);
		break;
	case glfnBlendEquationSeparate:
		glBlendEquationSeparate((GLenum)args->a0, (GLenum)args->a1);
		break;
	case glfnBlendFunc:
		glBlendFunc((GLenum)args->a0, (GLenum)args->a1);
		break;
	case glfnBlendFuncSeparate:
		glBlendFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3);
		break;
	case glfnBufferData:
		glBufferData((GLenum)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg, (GLenum)args->a2);
		break;
	case glfnBufferSubData:
		glBufferSubData((GLenum)args->a0, (GLint)args->a1, (GLsizeiptr)args->a2, (GLvoid*)parg);
		break;
	case glfnCheckFramebufferStatus:
		ret = glCheckFramebufferStatus((GLenum)args->a0);
		break;
	case glfnClear:
		glClear((GLenum)args->a0);
		break;
	case glfnClearColor:
		glClearColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
		break;
	case glfnClearDepthf:
		glClearDepthf(*(GLfloat*)&args->a0);
		break;
	case glfnClearStencil:
		glClearStencil((GLint)args->a0);
		break;
	case glfnColorMask:
		glColorMask((GLboolean)args->a0, (GLboolean)args->a1, (GLboolean)args->a2, (GLboolean)args->a3);
		break;
	case glfnCompileShader:
		glCompileShader((GLint)args->a0);
		break;
	case glfnCompressedTexImage2D:
		glCompressedTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLsizeiptr)args->a6, (GLvoid*)parg);
		break;
	case glfnCompressedTexSubImage2D:
		glCompressedTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLenum)args->a6, (GLsizeiptr)args->a7, (GLvoid*)parg);
		break;
	case glfnCopyTexImage2D:
		glCopyTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7);
		break;
	case glfnCopyTexSubImage2D:
		glCopyTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7);
		break;
	case glfnCreateProgram:
		ret = glCreateProgram();
		break;
	case glfnCreateShader:
		ret = glCreateShader((GLenum)args->a0);
		break;
	case glfnCullFace:
		glCullFace((GLenum)args->a0);
		break;
	case glfnDeleteBuffer:
		glDeleteBuffers(1, (const GLuint*)(&args->a0));
		break;
	case glfnDeleteFramebuffer:
		glDeleteFramebuffers(1, (const GLuint*)(&args->a0));
		break;
	case glfnDeleteProgram:
		glDeleteProgram((GLint)args->a0);
		break;
	case glfnDeleteRenderbuffer:
		glDeleteRenderbuffers(1, (const GLuint*)(&args->a0));
		break;
	case glfnDeleteShader:
		glDeleteShader((GLint)args->a0);
		break;
	case glfnDeleteTexture:
		glDeleteTextures(1, (const GLuint*)(&args->a0));
		break;
	case glfnDepthFunc:
		glDepthFunc((GLenum)args->a0);
		break;
	case glfnDepthMask:
		glDepthMask((GLboolean)args->a0);
		break;
	case glfnDepthRangef:
		glDepthRangef(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1);
		break;
	case glfnDetachShader:
		glDetachShader((GLint)args->a0, (GLint)args->a1);
		break;
	case glfnDisable:
		glDisable((GLenum)args->a0);
		break;
	case glfnDisableVertexAttribArray:
		glDisableVertexAttribArray((GLint)args->a0);
		break;
	case glfnDrawArrays:
		glDrawArrays((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2);
		break;
	case glfnDrawElements:
		glDrawElements((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (void*)args->a3);
		break;
	case glfnEnable:
		glEnable((GLenum)args->a0);
		break;
	case glfnEnableVertexAttribArray:
		glEnableVertexAttribArray((GLint)args->a0);
		break;
	case glfnFinish:
		glFinish();
		break;
	case glfnFlush:
		glFlush();
		break;
	case glfnFramebufferRenderbuffer:
		glFramebufferRenderbuffer((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3);
		break;
	case glfnFramebufferTexture2D:
		glFramebufferTexture2D((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4);
		break;
	case glfnFrontFace:
		glFrontFace((GLenum)args->a0);
		break;
	case glfnGenBuffer:
		glGenBuffers(1, (GLuint*)&ret);
		break;
	case glfnGenFramebuffer:
		glGenFramebuffers(1, (GLuint*)&ret);
		break;
	case glfnGenRenderbuffer:
		glGenRenderbuffers(1, (GLuint*)&ret);
		break;
	case glfnGenTexture:
		glGenTextures(1, (GLuint*)&ret);
		break;
	case glfnGenerateMipmap:
		glGenerateMipmap((GLenum)args->a0);
		break;
	case glfnGetActiveAttrib:
		glGetActiveAttrib(
			(GLuint)args->a0,
			(GLuint)args->a1,
			(GLsizei)args->a2,
			NULL,
			(GLint*)&ret,
			(GLenum*)args->a3,
			(GLchar*)parg);
		break;
	case glfnGetActiveUniform:
		glGetActiveUniform(
			(GLuint)args->a0,
			(GLuint)args->a1,
			(GLsizei)args->a2,
			NULL,
			(GLint*)&ret,
			(GLenum*)args->a3,
			(GLchar*)parg);
		break;
	case glfnGetAttachedShaders:
		glGetAttachedShaders((GLuint)args->a0, (GLsizei)args->a1, (GLsizei*)&ret, (GLuint*)parg);
		break;
	case glfnGetAttribLocation:
		ret = glGetAttribLocation((GLint)args->a0, (GLchar*)args->a1);
		break;
	case glfnGetBooleanv:
		glGetBooleanv((GLenum)args->a0, (GLboolean*)parg);
		break;
	case glfnGetBufferParameteri:
		glGetBufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret);
		break;
	case glfnGetFloatv:
		glGetFloatv((GLenum)args->a0, (GLfloat*)parg);
		break;
	case glfnGetIntegerv:
		glGetIntegerv((GLenum)args->a0, (GLint*)parg);
		break;
	case glfnGetError:
		ret = glGetError();
		break;
	case glfnGetFramebufferAttachmentParameteriv:
		glGetFramebufferAttachmentParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint*)&ret);
		break;
	case glfnGetProgramiv:
		glGetProgramiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret);
		break;
	case glfnGetProgramInfoLog:
		glGetProgramInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
		break;
	case glfnGetRenderbufferParameteriv:
		glGetRenderbufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret);
		break;
	case glfnGetShaderiv:
		glGetShaderiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret);
		break;
	case glfnGetShaderInfoLog:
		glGetShaderInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
		break;
	case glfnGetShaderPrecisionFormat:
		glGetShaderPrecisionFormat((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg, &((GLint*)parg)[2]);
		break;
	case glfnGetShaderSource:
		glGetShaderSource((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
		break;
	case glfnGetString:
		ret = (uintptr_t)glGetString((GLenum)args->a0);
		break;
	case glfnGetTexParameterfv:
		glGetTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg);
		break;
	case glfnGetTexParameteriv:
		glGetTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg);
		break;
	case glfnGetUniformfv:
		glGetUniformfv((GLuint)args->a0, (GLint)args->a1, (GLfloat*)parg);
		break;
	case glfnGetUniformiv:
		glGetUniformiv((GLuint)args->a0, (GLint)args->a1, (GLint*)parg);
		break;
	case glfnGetUniformLocation:
		ret = glGetUniformLocation((GLint)args->a0, (GLchar*)args->a1);
		break;
	case glfnGetVertexAttribfv:
		glGetVertexAttribfv((GLuint)args->a0, (GLenum)args->a1, (GLfloat*)parg);
		break;
	case glfnGetVertexAttribiv:
		glGetVertexAttribiv((GLuint)args->a0, (GLenum)args->a1, (GLint*)parg);
		break;
	case glfnHint:
		glHint((GLenum)args->a0, (GLenum)args->a1);
		break;
	case glfnIsBuffer:
		ret = glIsBuffer((GLint)args->a0);
		break;
	case glfnIsEnabled:
		ret = glIsEnabled((GLenum)args->a0);
		break;
	case glfnIsFramebuffer:
		ret = glIsFramebuffer((GLint)args->a0);
		break;
	case glfnIsProgram:
		ret = glIsProgram((GLint)args->a0);
		break;
	case glfnIsRenderbuffer:
		ret = glIsRenderbuffer((GLint)args->a0);
		break;
	case glfnIsShader:
		ret = glIsShader((GLint)args->a0);
		break;
	case glfnIsTexture:
		ret = glIsTexture((GLint)args->a0);
		break;
	case glfnLineWidth:
		glLineWidth(*(GLfloat*)&args->a0);
		break;
	case glfnLinkProgram:
		glLinkProgram((GLint)args->a0);
		break;
	case glfnPixelStorei:
		glPixelStorei((GLenum)args->a0, (GLint)args->a1);
		break;
	case glfnPolygonOffset:
		glPolygonOffset(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1);
		break;
	case glfnReadPixels:
		glReadPixels((GLint)args->a0, (GLint)args->a1, (GLsizei)args->a2, (GLsizei)args->a3, (GLenum)args->a4, (GLenum)args->a5, (void*)parg);
		break;
	case glfnReleaseShaderCompiler:
		glReleaseShaderCompiler();
		break;
	case glfnRenderbufferStorage:
		glRenderbufferStorage((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLint)args->a3);
		break;
	case glfnSampleCoverage:
		glSampleCoverage(*(GLfloat*)&args->a0, (GLboolean)args->a1);
		break;
	case glfnScissor:
		glScissor((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
		break;
	case glfnShaderSource:
#if defined(os_ios) || defined(os_osx)
		glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar *const *)args->a2, NULL);
#else
		glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar **)args->a2, NULL);
#endif
		break;
	case glfnStencilFunc:
		glStencilFunc((GLenum)args->a0, (GLint)args->a1, (GLuint)args->a2);
		break;
	case glfnStencilFuncSeparate:
		glStencilFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLuint)args->a3);
		break;
	case glfnStencilMask:
		glStencilMask((GLuint)args->a0);
		break;
	case glfnStencilMaskSeparate:
		glStencilMaskSeparate((GLenum)args->a0, (GLuint)args->a1);
		break;
	case glfnStencilOp:
		glStencilOp((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2);
		break;
	case glfnStencilOpSeparate:
		glStencilOpSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3);
		break;
	case glfnTexImage2D:
		glTexImage2D(
			(GLenum)args->a0,
			(GLint)args->a1,
			(GLint)args->a2,
			(GLsizei)args->a3,
			(GLsizei)args->a4,
			0, // border
			(GLenum)args->a5,
			(GLenum)args->a6,
			(const GLvoid*)parg);
		break;
	case glfnTexSubImage2D:
		glTexSubImage2D(
			(GLenum)args->a0,
			(GLint)args->a1,
			(GLint)args->a2,
			(GLint)args->a3,
			(GLsizei)args->a4,
			(GLsizei)args->a5,
			(GLenum)args->a6,
			(GLenum)args->a7,
			(const GLvoid*)parg);
		break;
	case glfnTexParameterf:
		glTexParameterf((GLenum)args->a0, (GLenum)args->a1, *(GLfloat*)&args->a2);
		break;
	case glfnTexParameterfv:
		glTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg);
		break;
	case glfnTexParameteri:
		glTexParameteri((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2);
		break;
	case glfnTexParameteriv:
		glTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg);
		break;
	case glfnUniform1f:
		glUniform1f((GLint)args->a0, *(GLfloat*)&args->a1);
		break;
	case glfnUniform1fv:
		glUniform1fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform1i:
		glUniform1i((GLint)args->a0, (GLint)args->a1);
		break;
	case glfnUniform1iv:
		glUniform1iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform2f:
		glUniform2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2);
		break;
	case glfnUniform2fv:
		glUniform2fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform2i:
		glUniform2i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2);
		break;
	case glfnUniform2iv:
		glUniform2iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform3f:
		glUniform3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
		break;
	case glfnUniform3fv:
		glUniform3fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform3i:
		glUniform3i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
		break;
	case glfnUniform3iv:
		glUniform3iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform4f:
		glUniform4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4);
		break;
	case glfnUniform4fv:
		glUniform4fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform4i:
		glUniform4i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4);
		break;
	case glfnUniform4iv:
		glUniform4iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniformMatrix2fv:
		glUniformMatrix2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix3fv:
		glUniformMatrix3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix4fv:
		glUniformMatrix4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUseProgram:
		glUseProgram((GLint)args->a0);
		break;
	case glfnValidateProgram:
		glValidateProgram((GLint)args->a0);
		break;
	case glfnVertexAttrib1f:
		glVertexAttrib1f((GLint)args->a0, *(GLfloat*)&args->a1);
		break;
	case glfnVertexAttrib1fv:
		glVertexAttrib1fv((GLint)args->a0, (GLfloat*)parg);
		break;
	case glfnVertexAttrib2f:
		glVertexAttrib2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2);
		break;
	case glfnVertexAttrib2fv:
		glVertexAttrib2fv((GLint)args->a0, (GLfloat*)parg);
		break;
	case glfnVertexAttrib3f:
		glVertexAttrib3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
		break;
	case glfnVertexAttrib3fv:
		glVertexAttrib3fv((GLint)args->a0, (GLfloat*)parg);
		break;
	case glfnVertexAttrib4f:
		glVertexAttrib4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4);
		break;
	case glfnVertexAttrib4fv:
		glVertexAttrib4fv((GLint)args->a0, (GLfloat*)parg);
		break;
	case glfnVertexAttribPointer:
		glVertexAttribPointer((GLuint)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLboolean)args->a3, (GLsizei)args->a4, (const GLvoid*)args->a5);
		break;
	case glfnViewport:
		glViewport((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
		break;
	}
	return ret;
}
Exemple #12
0
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL20_nglGetVertexAttribfv(JNIEnv *env, jclass clazz, jint index, jint pname, jlong params, jlong function_pointer) {
	GLfloat *params_address = (GLfloat *)(intptr_t)params;
	glGetVertexAttribfvPROC glGetVertexAttribfv = (glGetVertexAttribfvPROC)((intptr_t)function_pointer);
	glGetVertexAttribfv(index, pname, params_address);
}