/******************************************************************************* * 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.jglfw; import static com.badlogic.jglfw.utils.Memory.getPosition; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import com.badlogic.gdx.graphics.GL20; import com.badlogic.jglfw.gl.GL; public class JglfwGL20 implements GL20 { private ByteBuffer buffer = null; private FloatBuffer floatBuffer = null; private IntBuffer intBuffer = null; private void ensureBufferCapacity (int numBytes) { if (buffer == null || buffer.capacity() < numBytes) { buffer = com.badlogic.gdx.utils.BufferUtils.newByteBuffer(numBytes); floatBuffer = buffer.asFloatBuffer(); intBuffer = buffer.asIntBuffer(); } } private FloatBuffer toFloatBuffer (float v[], int offset, int count) { ensureBufferCapacity(count << 2); floatBuffer.clear(); com.badlogic.gdx.utils.BufferUtils.copy(v, floatBuffer, count, offset); return floatBuffer; } private IntBuffer toIntBuffer (int v[], int offset, int count) { ensureBufferCapacity(count << 2); intBuffer.clear(); com.badlogic.gdx.utils.BufferUtils.copy(v, count, offset, intBuffer); return intBuffer; } private IntBuffer toIntBuffer (int v) { ensureBufferCapacity(4); intBuffer.put(0, v); intBuffer.position(0); intBuffer.limit(1); return intBuffer; } public void glActiveTexture (int texture) { GL.glActiveTexture(texture); } public void glBindTexture (int target, int texture) { GL.glBindTexture(target, texture); } public void glBlendFunc (int sfactor, int dfactor) { GL.glBlendFunc(sfactor, dfactor); } public void glClear (int mask) { GL.glClear(mask); } public void glClearColor (float red, float green, float blue, float alpha) { GL.glClearColor(red, green, blue, alpha); } public void glClearDepthf (float depth) { GL.glClearDepthf(depth); } public void glClearStencil (int s) { GL.glClearStencil(s); } public void glColorMask (boolean red, boolean green, boolean blue, boolean alpha) { GL.glColorMask(red, green, blue, alpha); } public 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, getPosition(data)); } public 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, getPosition(data)); } public 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); } public 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); } public void glCullFace (int mode) { GL.glCullFace(mode); } public void glDeleteTextures (int n, IntBuffer textures) { GL.glDeleteTextures(n, textures, getPosition(textures)); } public void glDeleteTexture (int texture) { glDeleteTextures(1, toIntBuffer(texture)); } public void glDepthFunc (int func) { GL.glDepthFunc(func); } public void glDepthMask (boolean flag) { GL.glDepthMask(flag); } public void glDepthRangef (float zNear, float zFar) { GL.glDepthRangef(zNear, zFar); } public void glDisable (int cap) { GL.glDisable(cap); } public void glDrawArrays (int mode, int first, int count) { GL.glDrawArrays(mode, first, count); } public void glDrawElements (int mode, int count, int type, Buffer indices) { GL.glDrawElements(mode, count, type, indices, getPosition(indices)); } public void glEnable (int cap) { GL.glEnable(cap); } public void glFinish () { GL.glFinish(); } public void glFlush () { GL.glFlush(); } public void glFrontFace (int mode) { GL.glFrontFace(mode); } public void glGenTextures (int n, IntBuffer textures) { GL.glGenTextures(n, textures, getPosition(textures)); } public int glGenTexture () { ensureBufferCapacity(4); intBuffer.position(0); intBuffer.limit(1); glGenTextures(1, intBuffer); return intBuffer.get(0); } public int glGetError () { return GL.glGetError(); } public void glGetIntegerv (int pname, IntBuffer params) { GL.glGetIntegerv(pname, params, getPosition(params)); } public String glGetString (int name) { return GL.glGetString(name); } public void glHint (int target, int mode) { GL.glHint(target, mode); } public void glLineWidth (float width) { GL.glLineWidth(width); } public void glPixelStorei (int pname, int param) { GL.glPixelStorei(pname, param); } public void glPolygonOffset (float factor, float units) { GL.glPolygonOffset(factor, units); } public 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, getPosition(pixels)); } public void glScissor (int x, int y, int width, int height) { GL.glScissor(x, y, width, height); } public void glStencilFunc (int func, int ref, int mask) { GL.glStencilFunc(func, ref, mask); } public void glStencilMask (int mask) { GL.glStencilMask(mask); } public void glStencilOp (int fail, int zfail, int zpass) { GL.glStencilOp(fail, zfail, zpass); } public 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, getPosition(pixels)); } public void glTexParameterf (int target, int pname, float param) { GL.glTexParameterf(target, pname, param); } public 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, getPosition(pixels)); } public void glViewport (int x, int y, int width, int height) { GL.glViewport(x, y, width, height); } public void glGetFloatv (int pname, FloatBuffer params) { GL.glGetFloatv(pname, params, getPosition(params)); } public void glGetTexParameterfv (int target, int pname, FloatBuffer params) { GL.glGetTexParameterfv(target, pname, params, getPosition(params)); } public void glTexParameterfv (int target, int pname, FloatBuffer params) { GL.glTexParameterfv(target, pname, params, getPosition(params)); } public void glBindBuffer (int target, int buffer) { GL.glBindBuffer(target, buffer); } public void glBufferData (int target, int size, Buffer data, int usage) { GL.glBufferData(target, size, data, getPosition(data), usage); } public void glBufferSubData (int target, int offset, int size, Buffer data) { GL.glBufferSubData(target, offset, size, data, getPosition(data)); } public void glDeleteBuffers (int n, IntBuffer buffers) { GL.glDeleteBuffers(n, buffers, getPosition(buffers)); } public void glDeleteBuffer (int buffer) { glDeleteBuffers(1, toIntBuffer(buffer)); } public void glGetBufferParameteriv (int target, int pname, IntBuffer params) { GL.glGetBufferParameteriv(target, pname, params, getPosition(params)); } public void glGenBuffers (int n, IntBuffer buffers) { GL.glGenBuffers(n, buffers, getPosition(buffers)); } public int glGenBuffer () { ensureBufferCapacity(4); intBuffer.position(0); intBuffer.limit(1); glGenBuffers(1, intBuffer); return intBuffer.get(0); } public void glGetTexParameteriv (int target, int pname, IntBuffer params) { GL.glGetTexParameteriv(target, pname, params, getPosition(params)); } public boolean glIsBuffer (int buffer) { return GL.glIsBuffer(buffer); } public boolean glIsEnabled (int cap) { return GL.glIsEnabled(cap); } public boolean glIsTexture (int texture) { return GL.glIsTexture(texture); } public void glTexParameteri (int target, int pname, int param) { GL.glTexParameteri(target, pname, param); } public void glTexParameteriv (int target, int pname, IntBuffer params) { GL.glTexParameteriv(target, pname, params, getPosition(params)); } public void glDrawElements (int mode, int count, int type, int indices) { GL.glDrawElements(mode, count, type, indices); } public void glAttachShader (int program, int shader) { GL.glAttachShader(program, shader); } public void glBindAttribLocation (int program, int index, String name) { GL.glBindAttribLocation(program, index, name); } public void glBindFramebuffer (int target, int framebuffer) { GL.glBindFramebufferEXT(target, framebuffer); } public void glBindRenderbuffer (int target, int renderbuffer) { GL.glBindRenderbufferEXT(target, renderbuffer); } public void glBlendColor (float red, float green, float blue, float alpha) { GL.glBlendColor(red, green, blue, alpha); } public void glBlendEquation (int mode) { GL.glBlendEquation(mode); } public void glBlendEquationSeparate (int modeRGB, int modeAlpha) { GL.glBlendEquationSeparate(modeRGB, modeAlpha); } public void glBlendFuncSeparate (int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) { GL.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } public int glCheckFramebufferStatus (int target) { return GL.glCheckFramebufferStatusEXT(target); } public void glCompileShader (int shader) { GL.glCompileShader(shader); } public int glCreateProgram () { return GL.glCreateProgram(); } public int glCreateShader (int type) { return GL.glCreateShader(type); } public void glDeleteFramebuffers (int n, IntBuffer framebuffers) { GL.glDeleteFramebuffersEXT(n, framebuffers, getPosition(framebuffers)); } public void glDeleteFramebuffer (int framebuffer) { glDeleteFramebuffers(1, toIntBuffer(framebuffer)); } public void glDeleteProgram (int program) { GL.glDeleteProgram(program); } public void glDeleteRenderbuffers (int n, IntBuffer renderbuffers) { GL.glDeleteRenderbuffersEXT(n, renderbuffers, getPosition(renderbuffers)); } public void glDeleteRenderbuffer (int renderbuffer) { glDeleteRenderbuffers(1, toIntBuffer(renderbuffer)); } public void glDeleteShader (int shader) { GL.glDeleteShader(shader); } public void glDetachShader (int program, int shader) { GL.glDetachShader(program, shader); } public void glDisableVertexAttribArray (int index) { GL.glDisableVertexAttribArray(index); } public void glEnableVertexAttribArray (int index) { GL.glEnableVertexAttribArray(index); } public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { GL.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); } public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { GL.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); } public void glGenerateMipmap (int target) { GL.glGenerateMipmapEXT(target); } public void glGenFramebuffers (int n, IntBuffer framebuffers) { GL.glGenFramebuffersEXT(n, framebuffers, getPosition(framebuffers)); } public int glGenFramebuffer () { ensureBufferCapacity(4); intBuffer.position(0); intBuffer.limit(1); glGenFramebuffers(1, intBuffer); return intBuffer.get(0); } public void glGenRenderbuffers (int n, IntBuffer renderbuffers) { GL.glGenRenderbuffersEXT(n, renderbuffers, getPosition(renderbuffers)); } public int glGenRenderbuffer () { ensureBufferCapacity(4); intBuffer.position(0); intBuffer.limit(1); glGenRenderbuffers(1, intBuffer); return intBuffer.get(0); } public String glGetActiveAttrib (int program, int index, IntBuffer size, Buffer type) { return GL.glGetActiveAttrib(program, index, size, getPosition(size), type, getPosition(type)); } public String glGetActiveUniform (int program, int index, IntBuffer size, Buffer type) { return GL.glGetActiveUniform(program, index, size, getPosition(size), type, getPosition(type)); } public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { GL.glGetAttachedShaders(program, maxcount, count, getPosition(count), shaders, getPosition(shaders)); } public int glGetAttribLocation (int program, String name) { return GL.glGetAttribLocation(program, name); } public void glGetBooleanv (int pname, Buffer params) { GL.glGetBooleanv(pname, params, getPosition(params)); } public void glGetFramebufferAttachmentParameteriv (int target, int attachment, int pname, IntBuffer params) { GL.glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, params, getPosition(params)); } public void glGetProgramiv (int program, int pname, IntBuffer params) { GL.glGetProgramiv(program, pname, params, getPosition(params)); } public String glGetProgramInfoLog (int program) { return GL.glGetProgramInfoLog(program); } public void glGetRenderbufferParameteriv (int target, int pname, IntBuffer params) { GL.glGetRenderbufferParameterivEXT(target, pname, params, getPosition(params)); } public void glGetShaderiv (int shader, int pname, IntBuffer params) { GL.glGetShaderiv(shader, pname, params, getPosition(params)); } public String glGetShaderInfoLog (int shader) { return GL.glGetShaderInfoLog(shader); } public void glGetShaderPrecisionFormat (int shadertype, int precisiontype, IntBuffer range, IntBuffer precision) { GL.glGetShaderPrecisionFormat(shadertype, precisiontype, range, getPosition(range), precision, getPosition(precision)); } public void glGetShaderSource (int shader, int bufsize, Buffer length, String source) { throw new UnsupportedOperationException("Not implemented"); } public void glGetUniformfv (int program, int location, FloatBuffer params) { GL.glGetUniformfv(program, location, params, getPosition(params)); } public void glGetUniformiv (int program, int location, IntBuffer params) { GL.glGetUniformiv(program, location, params, getPosition(params)); } public int glGetUniformLocation (int program, String name) { return GL.glGetUniformLocation(program, name); } public void glGetVertexAttribfv (int index, int pname, FloatBuffer params) { GL.glGetVertexAttribfv(index, pname, params, getPosition(params)); } public void glGetVertexAttribiv (int index, int pname, IntBuffer params) { GL.glGetVertexAttribiv(index, pname, params, getPosition(params)); } public void glGetVertexAttribPointerv (int index, int pname, Buffer pointer) { GL.glGetVertexAttribPointerv(index, pname, pointer, getPosition(pointer)); } public boolean glIsFramebuffer (int framebuffer) { return GL.glIsFramebufferEXT(framebuffer); } public boolean glIsProgram (int program) { return GL.glIsProgram(program); } public boolean glIsRenderbuffer (int renderbuffer) { return GL.glIsRenderbufferEXT(renderbuffer); } public boolean glIsShader (int shader) { return GL.glIsShader(shader); } public void glLinkProgram (int program) { GL.glLinkProgram(program); } public void glReleaseShaderCompiler () { GL.glReleaseShaderCompiler(); } public void glRenderbufferStorage (int target, int internalformat, int width, int height) { GL.glRenderbufferStorageEXT(target, internalformat, width, height); } public void glSampleCoverage (float value, boolean invert) { GL.glSampleCoverage(value, invert); } public void glShaderBinary (int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) { GL.glShaderBinary(n, shaders, getPosition(shaders), binaryformat, binary, getPosition(binary), length); } public void glShaderSource (int shader, String string) { GL.glShaderSource(shader, string); } public void glStencilFuncSeparate (int face, int func, int ref, int mask) { GL.glStencilFuncSeparate(face, func, ref, mask); } public void glStencilMaskSeparate (int face, int mask) { GL.glStencilMaskSeparate(face, mask); } public void glStencilOpSeparate (int face, int fail, int zfail, int zpass) { GL.glStencilOpSeparate(face, fail, zfail, zpass); } public void glUniform1f (int location, float x) { GL.glUniform1f(location, x); } public void glUniform1fv (int location, int count, FloatBuffer v) { GL.glUniform1fv(location, count, v, getPosition(v)); } public void glUniform1fv (int location, int count, float[] v, int offset) { glUniform1fv(location, count, toFloatBuffer(v, offset, count)); } public void glUniform1i (int location, int x) { GL.glUniform1i(location, x); } public void glUniform1iv (int location, int count, IntBuffer v) { GL.glUniform1iv(location, count, v, getPosition(v)); } public void glUniform1iv (int location, int count, int[] v, int offset) { glUniform1iv(location, count, toIntBuffer(v, offset, count)); } public void glUniform2f (int location, float x, float y) { GL.glUniform2f(location, x, y); } public void glUniform2fv (int location, int count, FloatBuffer v) { GL.glUniform2fv(location, count, v, getPosition(v)); } public void glUniform2fv (int location, int count, float[] v, int offset) { glUniform2fv(location, count, toFloatBuffer(v, offset, count << 1)); } public void glUniform2i (int location, int x, int y) { GL.glUniform2i(location, x, y); } public void glUniform2iv (int location, int count, IntBuffer v) { GL.glUniform2iv(location, count, v, getPosition(v)); } public void glUniform2iv (int location, int count, int[] v, int offset) { glUniform2iv(location, count, toIntBuffer(v, offset, count<<1)); } public void glUniform3f (int location, float x, float y, float z) { GL.glUniform3f(location, x, y, z); } public void glUniform3fv (int location, int count, FloatBuffer v) { GL.glUniform3fv(location, count, v, getPosition(v)); } public void glUniform3fv (int location, int count, float[] v, int offset) { glUniform3fv(location, count, toFloatBuffer(v, offset, count*3)); } public void glUniform3i (int location, int x, int y, int z) { GL.glUniform3i(location, x, y, z); } public void glUniform3iv (int location, int count, IntBuffer v) { GL.glUniform3iv(location, count, v, getPosition(v)); } public void glUniform3iv (int location, int count, int[] v, int offset) { glUniform3iv(location, count, toIntBuffer(v, offset, count*3)); } public void glUniform4f (int location, float x, float y, float z, float w) { GL.glUniform4f(location, x, y, z, w); } public void glUniform4fv (int location, int count, FloatBuffer v) { GL.glUniform4fv(location, count, v, getPosition(v)); } public void glUniform4fv (int location, int count, float[] v, int offset) { glUniform4fv(location, count, toFloatBuffer(v, offset, count << 2)); } public void glUniform4i (int location, int x, int y, int z, int w) { GL.glUniform4i(location, x, y, z, w); } public void glUniform4iv (int location, int count, IntBuffer v) { GL.glUniform4iv(location, count, v, getPosition(v)); } public void glUniform4iv (int location, int count, int[] v, int offset) { glUniform4iv(location, count, toIntBuffer(v, offset, count << 2)); } public void glUniformMatrix2fv (int location, int count, boolean transpose, FloatBuffer value) { GL.glUniformMatrix2fv(location, count, transpose, value, getPosition(value)); } public void glUniformMatrix2fv (int location, int count, boolean transpose, float[] value, int offset) { glUniformMatrix2fv(location, count, transpose, toFloatBuffer(value, offset, count << 2)); } public void glUniformMatrix3fv (int location, int count, boolean transpose, FloatBuffer value) { GL.glUniformMatrix3fv(location, count, transpose, value, getPosition(value)); } public void glUniformMatrix3fv (int location, int count, boolean transpose, float[] value, int offset) { glUniformMatrix3fv(location, count, transpose, toFloatBuffer(value, offset, count * 9)); } public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { GL.glUniformMatrix4fv(location, count, transpose, value, getPosition(value)); } public void glUniformMatrix4fv (int location, int count, boolean transpose, float[] value, int offset) { glUniformMatrix4fv(location, count, transpose, toFloatBuffer(value, offset, count << 4)); } public void glUseProgram (int program) { GL.glUseProgram(program); } public void glValidateProgram (int program) { GL.glValidateProgram(program); } public void glVertexAttrib1f (int indx, float x) { GL.glVertexAttrib1f(indx, x); } public void glVertexAttrib1fv (int indx, FloatBuffer values) { GL.glVertexAttrib1fv(indx, values, getPosition(values)); } public void glVertexAttrib2f (int indx, float x, float y) { GL.glVertexAttrib2f(indx, x, y); } public void glVertexAttrib2fv (int indx, FloatBuffer values) { GL.glVertexAttrib2fv(indx, values, getPosition(values)); } public void glVertexAttrib3f (int indx, float x, float y, float z) { GL.glVertexAttrib3f(indx, x, y, z); } public void glVertexAttrib3fv (int indx, FloatBuffer values) { GL.glVertexAttrib3fv(indx, values, getPosition(values)); } public void glVertexAttrib4f (int indx, float x, float y, float z, float w) { GL.glVertexAttrib4f(indx, x, y, z, w); } public void glVertexAttrib4fv (int indx, FloatBuffer values) { GL.glVertexAttrib4fv(indx, values, getPosition(values)); } public void glVertexAttribPointer (int indx, int size, int type, boolean normalized, int stride, Buffer ptr) { GL.glVertexAttribPointer(indx, size, type, normalized, stride, ptr, getPosition(ptr)); } public void glVertexAttribPointer (int indx, int size, int type, boolean normalized, int stride, int ptr) { GL.glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } }