/*
* 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);
}
}