/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.glview.libgdx.graphics.opengl; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import android.opengl.GLES20; public class AndroidGL20 implements GL20 { public void glActiveTexture (int texture) { GLES20.glActiveTexture(texture); } public void glAttachShader (int program, int shader) { GLES20.glAttachShader(program, shader); } public void glBindAttribLocation (int program, int index, String name) { GLES20.glBindAttribLocation(program, index, name); } public void glBindBuffer (int target, int buffer) { GLES20.glBindBuffer(target, buffer); } public void glBindFramebuffer (int target, int framebuffer) { GLES20.glBindFramebuffer(target, framebuffer); } public void glBindRenderbuffer (int target, int renderbuffer) { GLES20.glBindRenderbuffer(target, renderbuffer); } public void glBindTexture (int target, int texture) { GLES20.glBindTexture(target, texture); } public void glBlendColor (float red, float green, float blue, float alpha) { GLES20.glBlendColor(red, green, blue, alpha); } public void glBlendEquation (int mode) { GLES20.glBlendEquation(mode); } public void glBlendEquationSeparate (int modeRGB, int modeAlpha) { GLES20.glBlendEquationSeparate(modeRGB, modeAlpha); } public void glBlendFunc (int sfactor, int dfactor) { GLES20.glBlendFunc(sfactor, dfactor); } public void glBlendFuncSeparate (int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) { GLES20.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } public void glBufferData (int target, int size, Buffer data, int usage) { GLES20.glBufferData(target, size, data, usage); } public void glBufferSubData (int target, int offset, int size, Buffer data) { GLES20.glBufferSubData(target, offset, size, data); } public int glCheckFramebufferStatus (int target) { return GLES20.glCheckFramebufferStatus(target); } public void glClear (int mask) { GLES20.glClear(mask); } public void glClearColor (float red, float green, float blue, float alpha) { GLES20.glClearColor(red, green, blue, alpha); } public void glClearDepthf (float depth) { GLES20.glClearDepthf(depth); } public void glClearStencil (int s) { GLES20.glClearStencil(s); } public void glColorMask (boolean red, boolean green, boolean blue, boolean alpha) { GLES20.glColorMask(red, green, blue, alpha); } public void glCompileShader (int shader) { GLES20.glCompileShader(shader); } public void glCompressedTexImage2D (int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data) { GLES20.glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } public void glCompressedTexSubImage2D (int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data) { GLES20.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } public void glCopyTexImage2D (int target, int level, int internalformat, int x, int y, int width, int height, int border) { GLES20.glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); } public void glCopyTexSubImage2D (int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { GLES20.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } public int glCreateProgram () { return GLES20.glCreateProgram(); } public int glCreateShader (int type) { return GLES20.glCreateShader(type); } public void glCullFace (int mode) { GLES20.glCullFace(mode); } public void glDeleteBuffers (int n, IntBuffer buffers) { GLES20.glDeleteBuffers(n, buffers); } public void glDeleteFramebuffers (int n, IntBuffer framebuffers) { GLES20.glDeleteFramebuffers(n, framebuffers); } public void glDeleteProgram (int program) { GLES20.glDeleteProgram(program); } public void glDeleteRenderbuffers (int n, IntBuffer renderbuffers) { GLES20.glDeleteRenderbuffers(n, renderbuffers); } public void glDeleteShader (int shader) { GLES20.glDeleteShader(shader); } public void glDeleteTextures (int n, IntBuffer textures) { GLES20.glDeleteTextures(n, textures); } public void glDepthFunc (int func) { GLES20.glDepthFunc(func); } public void glDepthMask (boolean flag) { GLES20.glDepthMask(flag); } public void glDepthRangef (float zNear, float zFar) { GLES20.glDepthRangef(zNear, zFar); } public void glDetachShader (int program, int shader) { GLES20.glDetachShader(program, shader); } public void glDisable (int cap) { GLES20.glDisable(cap); } public void glDisableVertexAttribArray (int index) { GLES20.glDisableVertexAttribArray(index); } public void glDrawArrays (int mode, int first, int count) { GLES20.glDrawArrays(mode, first, count); } public void glDrawElements (int mode, int count, int type, Buffer indices) { GLES20.glDrawElements(mode, count, type, indices); } public void glDrawElements (int mode, int count, int type, int offset) { GLES20.glDrawElements(mode, count, type, offset); } public void glEnable (int cap) { GLES20.glEnable(cap); } public void glEnableVertexAttribArray (int index) { GLES20.glEnableVertexAttribArray(index); } public void glFinish () { GLES20.glFinish(); } public void glFlush () { GLES20.glFlush(); } public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { GLES20.glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { GLES20.glFramebufferTexture2D(target, attachment, textarget, texture, level); } public void glFrontFace (int mode) { GLES20.glFrontFace(mode); } public void glGenBuffers (int n, IntBuffer buffers) { GLES20.glGenBuffers(n, buffers); } public void glGenerateMipmap (int target) { GLES20.glGenerateMipmap(target); } public void glGenFramebuffers (int n, IntBuffer framebuffers) { GLES20.glGenFramebuffers(n, framebuffers); } public void glGenRenderbuffers (int n, IntBuffer renderbuffers) { GLES20.glGenRenderbuffers(n, renderbuffers); } public void glGenTextures (int n, IntBuffer textures) { GLES20.glGenTextures(n, textures); } public String glGetActiveAttrib (int program, int index, IntBuffer size, IntBuffer type) { return GLES20.glGetActiveAttrib(program, index, size, type); } public void glGetActiveAttrib(int program, int index, int bufsize, int[] length, int lengthOffset, int[] size, int sizeOffset, int[] type, int typeOffset, byte[] name, int nameOffset) { GLES20.glGetActiveAttrib(program, index, bufsize, length, lengthOffset, size, sizeOffset, type, typeOffset, name, nameOffset); } public String glGetActiveUniform (int program, int index, IntBuffer size, IntBuffer type) { return GLES20.glGetActiveUniform(program, index, size, type); } @Override public void glGetActiveUniform(int program, int index, int bufsize, int[] length, int lengthOffset, int[] size, int sizeOffset, int[] type, int typeOffset, byte[] name, int nameOffset) { GLES20.glGetActiveUniform(program, index, bufsize, length, lengthOffset, size, sizeOffset, type, typeOffset, name, nameOffset); } public void glGetAttachedShaders (int program, int maxcount, IntBuffer count, IntBuffer shaders) { GLES20.glGetAttachedShaders(program, maxcount, count, shaders); } public int glGetAttribLocation (int program, String name) { return GLES20.glGetAttribLocation(program, name); } public void glGetBooleanv (int pname, IntBuffer params) { GLES20.glGetBooleanv(pname, params); } public void glGetBufferParameteriv (int target, int pname, IntBuffer params) { GLES20.glGetBufferParameteriv(target, pname, params); } public int glGetError () { return GLES20.glGetError(); } public void glGetFloatv (int pname, FloatBuffer params) { GLES20.glGetFloatv(pname, params); } public void glGetFramebufferAttachmentParameteriv (int target, int attachment, int pname, IntBuffer params) { GLES20.glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); } public void glGetIntegerv (int pname, IntBuffer params) { GLES20.glGetIntegerv(pname, params); } public void glGetProgramiv (int program, int pname, IntBuffer params) { GLES20.glGetProgramiv(program, pname, params); } public String glGetProgramInfoLog (int program) { return GLES20.glGetProgramInfoLog(program); } public void glGetRenderbufferParameteriv (int target, int pname, IntBuffer params) { GLES20.glGetRenderbufferParameteriv(target, pname, params); } public void glGetShaderiv (int shader, int pname, IntBuffer params) { GLES20.glGetShaderiv(shader, pname, params); } @Override public void glGetShaderiv(int shader, int pname, int[] params, int offset) { GLES20.glGetShaderiv(shader, pname, params, offset); } public String glGetShaderInfoLog (int shader) { return GLES20.glGetShaderInfoLog(shader); } public void glGetShaderPrecisionFormat (int shadertype, int precisiontype, IntBuffer range, IntBuffer precision) { GLES20.glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } public void glGetShaderSource (int shader, int bufsize, int[] length, int lengthOffset, byte[] source, int sourceOffset) { GLES20.glGetShaderSource(shader, bufsize, length, lengthOffset, source, sourceOffset); } public String glGetString (int name) { return GLES20.glGetString(name); } public void glGetTexParameterfv (int target, int pname, FloatBuffer params) { GLES20.glGetTexParameterfv(target, pname, params); } public void glGetTexParameteriv (int target, int pname, IntBuffer params) { GLES20.glGetTexParameteriv(target, pname, params); } public void glGetUniformfv (int program, int location, FloatBuffer params) { GLES20.glGetUniformfv(program, location, params); } public void glGetUniformiv (int program, int location, IntBuffer params) { GLES20.glGetUniformiv(program, location, params); } public int glGetUniformLocation (int program, String name) { return GLES20.glGetUniformLocation(program, name); } public void glGetVertexAttribfv (int index, int pname, FloatBuffer params) { GLES20.glGetVertexAttribfv(index, pname, params); } public void glGetVertexAttribiv (int index, int pname, IntBuffer params) { GLES20.glGetVertexAttribiv(index, pname, params); } public void glGetVertexAttribPointerv (int index, int pname, Buffer pointer) { // TODO } public void glHint (int target, int mode) { GLES20.glHint(target, mode); } public boolean glIsBuffer (int buffer) { return GLES20.glIsBuffer(buffer); } public boolean glIsEnabled (int cap) { return GLES20.glIsEnabled(cap); } public boolean glIsFramebuffer (int framebuffer) { return GLES20.glIsFramebuffer(framebuffer); } public boolean glIsProgram (int program) { return GLES20.glIsProgram(program); } public boolean glIsRenderbuffer (int renderbuffer) { return GLES20.glIsRenderbuffer(renderbuffer); } public boolean glIsShader (int shader) { return GLES20.glIsShader(shader); } public boolean glIsTexture (int texture) { return GLES20.glIsTexture(texture); } public void glLineWidth (float width) { GLES20.glLineWidth(width); } public void glLinkProgram (int program) { GLES20.glLinkProgram(program); } public void glPixelStorei (int pname, int param) { GLES20.glPixelStorei(pname, param); } public void glPolygonOffset (float factor, float units) { GLES20.glPolygonOffset(factor, units); } public void glReadPixels (int x, int y, int width, int height, int format, int type, Buffer pixels) { GLES20.glReadPixels(x, y, width, height, format, type, pixels); } public void glReleaseShaderCompiler () { GLES20.glReleaseShaderCompiler(); } public void glRenderbufferStorage (int target, int internalformat, int width, int height) { GLES20.glRenderbufferStorage(target, internalformat, width, height); } public void glSampleCoverage (float value, boolean invert) { GLES20.glSampleCoverage(value, invert); } public void glScissor (int x, int y, int width, int height) { GLES20.glScissor(x, y, width, height); } public void glShaderBinary (int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) { GLES20.glShaderBinary(n, shaders, binaryformat, binary, length); } public void glShaderSource (int shader, String string) { GLES20.glShaderSource(shader, string); } public void glStencilFunc (int func, int ref, int mask) { GLES20.glStencilFunc(func, ref, mask); } public void glStencilFuncSeparate (int face, int func, int ref, int mask) { GLES20.glStencilFuncSeparate(face, func, ref, mask); } public void glStencilMask (int mask) { GLES20.glStencilMask(mask); } public void glStencilMaskSeparate (int face, int mask) { GLES20.glStencilMaskSeparate(face, mask); } public void glStencilOp (int fail, int zfail, int zpass) { GLES20.glStencilOp(fail, zfail, zpass); } public void glStencilOpSeparate (int face, int fail, int zfail, int zpass) { GLES20.glStencilOpSeparate(face, fail, zfail, zpass); } public void glTexImage2D (int target, int level, int internalformat, int width, int height, int border, int format, int type, Buffer pixels) { GLES20.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } public void glTexParameterf (int target, int pname, float param) { GLES20.glTexParameterf(target, pname, param); } public void glTexParameterfv (int target, int pname, FloatBuffer params) { GLES20.glTexParameterfv(target, pname, params); } public void glTexParameteri (int target, int pname, int param) { GLES20.glTexParameteri(target, pname, param); } public void glTexParameteriv (int target, int pname, IntBuffer params) { GLES20.glTexParameteriv(target, pname, params); } public void glTexSubImage2D (int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Buffer pixels) { GLES20.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } public void glUniform1f (int location, float x) { GLES20.glUniform1f(location, x); } public void glUniform1fv (int location, int count, FloatBuffer v) { GLES20.glUniform1fv(location, count, v); } public void glUniform1i (int location, int x) { GLES20.glUniform1i(location, x); } public void glUniform1iv (int location, int count, IntBuffer v) { GLES20.glUniform1iv(location, count, v); } public void glUniform2f (int location, float x, float y) { GLES20.glUniform2f(location, x, y); } public void glUniform2fv (int location, int count, FloatBuffer v) { GLES20.glUniform2fv(location, count, v); } public void glUniform2i (int location, int x, int y) { GLES20.glUniform2i(location, x, y); } public void glUniform2iv (int location, int count, IntBuffer v) { GLES20.glUniform2iv(location, count, v); } public void glUniform3f (int location, float x, float y, float z) { GLES20.glUniform3f(location, x, y, z); } public void glUniform3fv (int location, int count, FloatBuffer v) { GLES20.glUniform3fv(location, count, v); } public void glUniform3i (int location, int x, int y, int z) { GLES20.glUniform3i(location, x, y, z); } public void glUniform3iv (int location, int count, IntBuffer v) { GLES20.glUniform3iv(location, count, v); } public void glUniform4f (int location, float x, float y, float z, float w) { GLES20.glUniform4f(location, x, y, z, w); } public void glUniform4fv (int location, int count, FloatBuffer v) { GLES20.glUniform4fv(location, count, v); } public void glUniform4i (int location, int x, int y, int z, int w) { GLES20.glUniform4i(location, x, y, z, w); } public void glUniform4iv (int location, int count, IntBuffer v) { GLES20.glUniform4iv(location, count, v); } public void glUniformMatrix2fv (int location, int count, boolean transpose, FloatBuffer value) { GLES20.glUniformMatrix2fv(location, count, transpose, value); } public void glUniformMatrix3fv (int location, int count, boolean transpose, FloatBuffer value) { GLES20.glUniformMatrix3fv(location, count, transpose, value); } public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { GLES20.glUniformMatrix4fv(location, count, transpose, value); } public void glUseProgram (int program) { GLES20.glUseProgram(program); } public void glValidateProgram (int program) { GLES20.glValidateProgram(program); } public void glVertexAttrib1f (int indx, float x) { GLES20.glVertexAttrib1f(indx, x); } public void glVertexAttrib1fv (int indx, FloatBuffer values) { GLES20.glVertexAttrib1fv(indx, values); } public void glVertexAttrib2f (int indx, float x, float y) { GLES20.glVertexAttrib2f(indx, x, y); } public void glVertexAttrib2fv (int indx, FloatBuffer values) { GLES20.glVertexAttrib2fv(indx, values); } public void glVertexAttrib3f (int indx, float x, float y, float z) { GLES20.glVertexAttrib3f(indx, x, y, z); } public void glVertexAttrib3fv (int indx, FloatBuffer values) { GLES20.glVertexAttrib3fv(indx, values); } public void glVertexAttrib4f (int indx, float x, float y, float z, float w) { GLES20.glVertexAttrib4f(indx, x, y, z, w); } public void glVertexAttrib4fv (int indx, FloatBuffer values) { GLES20.glVertexAttrib4fv(indx, values); } public void glVertexAttribPointer (int indx, int size, int type, boolean normalized, int stride, Buffer ptr) { GLES20.glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } public void glVertexAttribPointer (int indx, int size, int type, boolean normalized, int stride, int offset) { GLES20.glVertexAttribPointer(indx, size, type, normalized, stride, offset); } public void glViewport (int x, int y, int width, int height) { GLES20.glViewport(x, y, width, height); } }