/******************************************************************************* * 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); }