/*******************************************************************************
* 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.GL20;
public class AndroidGL20 implements GL20 {
static {
System.loadLibrary("androidgl20");
init();
}
private static native void init();
public native void glActiveTexture(int texture);
public native void glAttachShader(int program, int shader);
public native void glBindAttribLocation(int program, int index, String name);
public native void glBindBuffer(int target, int buffer);
public native void glBindFramebuffer(int target, int framebuffer);
public native void glBindRenderbuffer(int target, int renderbuffer);
public native void glBindTexture(int target, int texture);
public native void glBlendColor(float red, float green, float blue, float alpha);
public native void glBlendEquation(int mode);
public native void glBlendEquationSeparate(int modeRGB, int modeAlpha);
public native void glBlendFunc(int sfactor, int dfactor);
public native void glBlendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha);
public native void glBufferData(int target, int size, Buffer data, int usage);
public native void glBufferSubData(int target, int offset, int size, Buffer data);
public native int glCheckFramebufferStatus(int target);
public native void glClear(int mask);
public native void glClearColor(float red, float green, float blue, float alpha);
public native void glClearDepthf(float depth);
public native void glClearStencil(int s);
public native void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
public native void glCompileShader(int shader);
public native void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height,
int border, int imageSize, Buffer data);
public native void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width,
int height, int format, int imageSize, Buffer data);
public native void glCopyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height,
int border);
public native void glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width,
int height);
public native int glCreateProgram();
public native int glCreateShader(int type);
public native void glCullFace(int mode);
public native void glDeleteBuffers(int n, IntBuffer buffers);
public native void glDeleteFramebuffers(int n, IntBuffer framebuffers);
public native void glDeleteProgram(int program);
public native void glDeleteRenderbuffers(int n, IntBuffer renderbuffers);
public native void glDeleteShader(int shader);
public native void glDeleteTextures(int n, IntBuffer textures);
public native void glDepthFunc(int func);
public native void glDepthMask(boolean flag);
public native void glDepthRangef(float zNear, float zFar);
public native void glDetachShader(int program, int shader);
public native void glDisable(int cap);
public native void glDisableVertexAttribArray(int index);
public native void glDrawArrays(int mode, int first, int count);
public native void glDrawElements(int mode, int count, int type, Buffer indices);
public native void glDrawElements(int mode, int count, int type, int indices);
public native void glEnable(int cap);
public native void glEnableVertexAttribArray(int index);
public native void glFinish();
public native void glFlush();
public native void glFramebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer);
public native void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level);
public native void glFrontFace(int mode);
public native void glGenBuffers(int n, IntBuffer buffers);
public native void glGenerateMipmap(int target);
public native void glGenFramebuffers(int n, IntBuffer framebuffers);
public native void glGenRenderbuffers(int n, IntBuffer renderbuffers);
public native void glGenTextures(int n, IntBuffer textures);
public native String glGetActiveAttrib(int program, int index, IntBuffer size, Buffer type);
public native String glGetActiveUniform(int program, int index, IntBuffer size, Buffer type);
public native void glGetAttachedShaders(int program, int maxcount, Buffer count, IntBuffer shaders);
public native int glGetAttribLocation(int program, String name);
public native void glGetBooleanv(int pname, Buffer params);
public native void glGetBufferParameteriv(int target, int pname, IntBuffer params);
public native int glGetError();
public native void glGetFloatv(int pname, FloatBuffer params);
public native void glGetFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params);
public native void glGetIntegerv(int pname, IntBuffer params);
public native void glGetProgramiv(int program, int pname, IntBuffer params);
public native String glGetProgramInfoLog(int program);
public native void glGetRenderbufferParameteriv(int target, int pname, IntBuffer params);
public native void glGetShaderiv(int shader, int pname, IntBuffer params);
public native String glGetShaderInfoLog(int shader);
public native void glGetShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range,
IntBuffer precision);
public native void glGetShaderSource(int shader, int bufsize, Buffer length, String source);
public native String glGetString(int name);
public native void glGetTexParameterfv(int target, int pname, FloatBuffer params);
public native void glGetTexParameteriv(int target, int pname, IntBuffer params);
public native void glGetUniformfv(int program, int location, FloatBuffer params);
public native void glGetUniformiv(int program, int location, IntBuffer params);
public native int glGetUniformLocation(int program, String name);
public native void glGetVertexAttribfv(int index, int pname, FloatBuffer params);
public native void glGetVertexAttribiv(int index, int pname, IntBuffer params);
public native void glGetVertexAttribPointerv(int index, int pname, Buffer pointer);
public native void glHint(int target, int mode);
public native boolean glIsBuffer(int buffer);
public native boolean glIsEnabled(int cap);
public native boolean glIsFramebuffer(int framebuffer);
public native boolean glIsProgram(int program);
public native boolean glIsRenderbuffer(int renderbuffer);
public native boolean glIsShader(int shader);
public native boolean glIsTexture(int texture);
public native void glLineWidth(float width);
public native void glLinkProgram(int program);
public native void glPixelStorei(int pname, int param);
public native void glPolygonOffset(float factor, float units);
public native void glReadPixels(int x, int y, int width, int height, int format, int type, Buffer pixels);
public native void glReleaseShaderCompiler();
public native void glRenderbufferStorage(int target, int internalformat, int width, int height);
public native void glSampleCoverage(float value, boolean invert);
public native void glScissor(int x, int y, int width, int height);
public native void glShaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length);
public native void glShaderSource(int shader, String string);
public native void glStencilFunc(int func, int ref, int mask);
public native void glStencilFuncSeparate(int face, int func, int ref, int mask);
public native void glStencilMask(int mask);
public native void glStencilMaskSeparate(int face, int mask);
public native void glStencilOp(int fail, int zfail, int zpass);
public native void glStencilOpSeparate(int face, int fail, int zfail, int zpass);
public native void glTexImage2D(int target, int level, int internalformat, int width, int height, int border,
int format, int type, Buffer pixels);
public native void glTexParameterf(int target, int pname, float param);
public native void glTexParameterfv(int target, int pname, FloatBuffer params);
public native void glTexParameteri(int target, int pname, int param);
public native void glTexParameteriv(int target, int pname, IntBuffer params);
public native void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height,
int format, int type, Buffer pixels);
public native void glUniform1f(int location, float x);
public native void glUniform1fv(int location, int count, FloatBuffer v);
public native void glUniform1i(int location, int x);
public native void glUniform1iv(int location, int count, IntBuffer v);
public native void glUniform2f(int location, float x, float y);
public native void glUniform2fv(int location, int count, FloatBuffer v);
public native void glUniform2i(int location, int x, int y);
public native void glUniform2iv(int location, int count, IntBuffer v);
public native void glUniform3f(int location, float x, float y, float z);
public native void glUniform3fv(int location, int count, FloatBuffer v);
public native void glUniform3i(int location, int x, int y, int z);
public native void glUniform3iv(int location, int count, IntBuffer v);
public native void glUniform4f(int location, float x, float y, float z, float w);
public native void glUniform4fv(int location, int count, FloatBuffer v);
public native void glUniform4i(int location, int x, int y, int z, int w);
public native void glUniform4iv(int location, int count, IntBuffer v);
public native void glUniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value);
public native void glUniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value);
public native void glUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value);
public native void glUseProgram(int program);
public native void glValidateProgram(int program);
public native void glVertexAttrib1f(int indx, float x);
public native void glVertexAttrib1fv(int indx, FloatBuffer values);
public native void glVertexAttrib2f(int indx, float x, float y);
public native void glVertexAttrib2fv(int indx, FloatBuffer values);
public native void glVertexAttrib3f(int indx, float x, float y, float z);
public native void glVertexAttrib3fv(int indx, FloatBuffer values);
public native void glVertexAttrib4f(int indx, float x, float y, float z, float w);
public native void glVertexAttrib4fv(int indx, FloatBuffer values);
public native void glVertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer ptr);
public native void glVertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, int ptr);
public native void glViewport(int x, int y, int width, int height);
}