/******************************************************************************* * 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.badlogic.gdx.backends.android; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import com.badlogic.gdx.graphics.GL10; /** * An implementation of the {@link GL10} interface for Android. * * @author mzechner */ public class AndroidGL10 implements GL10 { final javax.microedition.khronos.opengles.GL10 gl; public AndroidGL10(javax.microedition.khronos.opengles.GL10 gl) { this.gl = gl; } @Override public final void glActiveTexture(int texture) { gl.glActiveTexture(texture); } @Override public final void glAlphaFunc(int func, float ref) { gl.glAlphaFunc(func, ref); } @Override public final void glBindTexture(int target, int texture) { gl.glBindTexture(target, texture); } @Override public final void glBlendFunc(int sfactor, int dfactor) { gl.glBlendFunc(sfactor, dfactor); } @Override public final void glClear(int mask) { gl.glClear(mask); } @Override public final void glClearColor(float red, float green, float blue, float alpha) { gl.glClearColor(red, green, blue, alpha); } @Override public final void glClearDepthf(float depth) { gl.glClearDepthf(depth); } @Override public final void glClearStencil(int s) { gl.glClearStencil(s); } @Override public final void glClientActiveTexture(int texture) { gl.glClientActiveTexture(texture); } @Override public final void glColor4f(float red, float green, float blue, float alpha) { gl.glColor4f(red, green, blue, alpha); } @Override public final void glColorMask(boolean red, boolean green, boolean blue, boolean alpha) { gl.glColorMask(red, green, blue, alpha); } @Override public final void glColorPointer(int size, int type, int stride, Buffer pointer) { gl.glColorPointer(size, type, stride, pointer); } @Override public final void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data) { gl.glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } @Override public final void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data) { gl.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } @Override public final void glCopyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) { gl.glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); } @Override public final void glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { gl.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } @Override public final void glCullFace(int mode) { gl.glCullFace(mode); } @Override public final void glDeleteTextures(int n, IntBuffer textures) { gl.glDeleteTextures(n, textures); } @Override public final void glDepthFunc(int func) { gl.glDepthFunc(func); } @Override public final void glDepthMask(boolean flag) { gl.glDepthMask(flag); } @Override public final void glDepthRangef(float zNear, float zFar) { gl.glDepthRangef(zNear, zFar); } @Override public final void glDisable(int cap) { gl.glDisable(cap); } @Override public final void glDisableClientState(int array) { gl.glDisableClientState(array); } @Override public final void glDrawArrays(int mode, int first, int count) { gl.glDrawArrays(mode, first, count); } @Override public final void glDrawElements(int mode, int count, int type, Buffer indices) { gl.glDrawElements(mode, count, type, indices); } @Override public final void glEnable(int cap) { gl.glEnable(cap); } @Override public final void glEnableClientState(int array) { gl.glEnableClientState(array); } @Override public final void glFinish() { gl.glFinish(); } @Override public final void glFlush() { gl.glFlush(); } @Override public final void glFogf(int pname, float param) { gl.glFogf(pname, param); } @Override public final void glFogfv(int pname, FloatBuffer params) { gl.glFogfv(pname, params); } @Override public final void glFrontFace(int mode) { gl.glFrontFace(mode); } @Override public final void glFrustumf(float left, float right, float bottom, float top, float zNear, float zFar) { gl.glFrustumf(left, right, bottom, top, zNear, zFar); } @Override public final void glGenTextures(int n, IntBuffer textures) { gl.glGenTextures(n, textures); } @Override public final int glGetError() { return gl.glGetError(); } @Override public final void glGetIntegerv(int pname, IntBuffer params) { gl.glGetIntegerv(pname, params); } @Override public final String glGetString(int name) { return gl.glGetString(name); } @Override public final void glHint(int target, int mode) { gl.glHint(target, mode); } @Override public final void glLightModelf(int pname, float param) { gl.glLightModelf(pname, param); } @Override public final void glLightModelfv(int pname, FloatBuffer params) { gl.glLightModelfv(pname, params); } @Override public final void glLightf(int light, int pname, float param) { gl.glLightf(light, pname, param); } @Override public final void glLightfv(int light, int pname, FloatBuffer params) { gl.glLightfv(light, pname, params); } @Override public final void glLineWidth(float width) { gl.glLineWidth(width); } @Override public final void glLoadIdentity() { gl.glLoadIdentity(); } @Override public final void glLoadMatrixf(FloatBuffer m) { gl.glLoadMatrixf(m); } @Override public final void glLogicOp(int opcode) { gl.glLogicOp(opcode); } @Override public final void glMaterialf(int face, int pname, float param) { gl.glMaterialf(face, pname, param); } @Override public final void glMaterialfv(int face, int pname, FloatBuffer params) { gl.glMaterialfv(face, pname, params); } @Override public final void glMatrixMode(int mode) { gl.glMatrixMode(mode); } @Override public final void glMultMatrixf(FloatBuffer m) { gl.glMultMatrixf(m); } @Override public final void glMultiTexCoord4f(int target, float s, float t, float r, float q) { gl.glMultiTexCoord4f(target, s, t, r, q); } @Override public final void glNormal3f(float nx, float ny, float nz) { gl.glNormal3f(nx, ny, nz); } @Override public final void glNormalPointer(int type, int stride, Buffer pointer) { gl.glNormalPointer(type, stride, pointer); } @Override public final void glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) { gl.glOrthof(left, right, bottom, top, zNear, zFar); } @Override public final void glPixelStorei(int pname, int param) { gl.glPixelStorei(pname, param); } @Override public final void glPointSize(float size) { gl.glPointSize(size); } @Override public final void glPolygonOffset(float factor, float units) { gl.glPolygonOffset(factor, units); } @Override public final void glPopMatrix() { gl.glPopMatrix(); } @Override public final void glPushMatrix() { gl.glPushMatrix(); } @Override public final void glReadPixels(int x, int y, int width, int height, int format, int type, Buffer pixels) { gl.glReadPixels(x, y, width, height, format, type, pixels); } @Override public final void glRotatef(float angle, float x, float y, float z) { gl.glRotatef(angle, x, y, z); } @Override public final void glSampleCoverage(float value, boolean invert) { gl.glSampleCoverage(value, invert); } @Override public final void glScalef(float x, float y, float z) { gl.glScalef(x, y, z); } @Override public final void glScissor(int x, int y, int width, int height) { gl.glScissor(x, y, width, height); } @Override public final void glShadeModel(int mode) { gl.glShadeModel(mode); } @Override public final void glStencilFunc(int func, int ref, int mask) { gl.glStencilFunc(func, ref, mask); } @Override public final void glStencilMask(int mask) { gl.glStencilMask(mask); } @Override public final void glStencilOp(int fail, int zfail, int zpass) { gl.glStencilOp(fail, zfail, zpass); } @Override public final void glTexCoordPointer(int size, int type, int stride, Buffer pointer) { gl.glTexCoordPointer(size, type, stride, pointer); } @Override public final void glTexEnvf(int target, int pname, float param) { gl.glTexEnvf(target, pname, param); } @Override public final void glTexEnvfv(int target, int pname, FloatBuffer params) { gl.glTexEnvfv(target, pname, params); } @Override public final void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, Buffer pixels) { gl.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } @Override public final void glTexParameterf(int target, int pname, float param) { gl.glTexParameterf(target, pname, param); } @Override public final void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Buffer pixels) { gl.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } @Override public final void glTranslatef(float x, float y, float z) { gl.glTranslatef(x, y, z); } @Override public final void glVertexPointer(int size, int type, int stride, Buffer pointer) { gl.glVertexPointer(size, type, stride, pointer); } @Override public final void glViewport(int x, int y, int width, int height) { gl.glViewport(x, y, width, height); } @Override public final void glDeleteTextures(int n, int[] textures, int offset) { gl.glDeleteTextures(n, textures, offset); } @Override public final void glFogfv(int pname, float[] params, int offset) { gl.glFogfv(pname, params, offset); } @Override public final void glGenTextures(int n, int[] textures, int offset) { gl.glGenTextures(n, textures, offset); } @Override public final void glGetIntegerv(int pname, int[] params, int offset) { gl.glGetIntegerv(pname, params, offset); } @Override public final void glLightModelfv(int pname, float[] params, int offset) { gl.glLightModelfv(pname, params, offset); } @Override public final void glLightfv(int light, int pname, float[] params, int offset) { gl.glLightfv(light, pname, params, offset); } @Override public final void glLoadMatrixf(float[] m, int offset) { gl.glLoadMatrixf(m, offset); } @Override public final void glMaterialfv(int face, int pname, float[] params, int offset) { gl.glMaterialfv(face, pname, params, offset); } @Override public final void glMultMatrixf(float[] m, int offset) { gl.glMultMatrixf(m, offset); } @Override public final void glTexEnvfv(int target, int pname, float[] params, int offset) { gl.glTexEnvfv(target, pname, params, offset); } @Override public void glPolygonMode(int face, int mode) { // throw new UnsupportedOperationException( "not available in OpenGL ES" ); } }