/* * Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com) * * 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 org.mt4j.util.opengl; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; public class JoglGL10 implements GL10 { protected final javax.media.opengl.GL gl; public JoglGL10 (javax.media.opengl.GL gl) { this.gl = gl; } public void glCallList(int id) { gl.glCallList(id); } public void glCallLists(int arg0, int arg1, Buffer arg2) { gl.glCallLists(arg0, arg1, arg2); } public int glGenLists(int id) { return gl.glGenLists(id); } @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.glClearDepth(depth); } @Override public final void glClearStencil (int s) { gl.glClearStencil(s); } @Override public final void glClientActiveTexture (int texture) { try { gl.glClientActiveTexture(texture); } catch (Throwable ex) { // FIXME this is for my lousy netbook... } } @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.glDepthRange(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) { // nothing to do here per documentation 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.glFrustum(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.glOrtho(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, GL10.GL_FLOAT, 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) { gl.glPolygonMode(face, mode); } }