package de.lessvoid.nifty.slick2d.render.batch; import de.lessvoid.nifty.render.batch.spi.GL; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import java.nio.*; /** * @author Aaron Mahan <aaron@forerunnergames.com> */ public class SlickGL implements GL { @Override public int GL_ALPHA() { return GL11.GL_ALPHA; } @Override public int GL_ALPHA_TEST() { return GL11.GL_ALPHA_TEST; } @Override public int GL_BLEND() { return GL11.GL_BLEND; } @Override public int GL_BLEND_DST() { return GL11.GL_BLEND_DST; } @Override public int GL_BLEND_SRC() { return GL11.GL_BLEND_SRC; } @Override public int GL_BYTE() { return GL11.GL_BYTE; } @Override public int GL_COLOR_ARRAY() { return GL11.GL_COLOR_ARRAY; } @Override public int GL_COLOR_BUFFER_BIT() { return GL11.GL_COLOR_BUFFER_BIT; } @Override public int GL_CULL_FACE() { return GL11.GL_CULL_FACE; } @Override public int GL_DEPTH_TEST() { return GL11.GL_DEPTH_TEST; } @Override public int GL_DST_COLOR() { return GL11.GL_DST_COLOR; } @Override public int GL_FALSE() { return GL11.GL_FALSE; } @Override public int GL_FLOAT() { return GL11.GL_FLOAT; } @Override public int GL_INVALID_ENUM() { return GL11.GL_INVALID_ENUM; } @Override public int GL_INVALID_OPERATION() { return GL11.GL_INVALID_OPERATION; } @Override public int GL_INVALID_VALUE() { return GL11.GL_INVALID_VALUE; } @Override public int GL_LIGHTING() { return GL11.GL_LIGHTING; } @Override public int GL_LINEAR() { return GL11.GL_LINEAR; } @Override public int GL_LINEAR_MIPMAP_LINEAR() { return GL11.GL_LINEAR_MIPMAP_LINEAR; } @Override public int GL_LINEAR_MIPMAP_NEAREST() { return GL11.GL_LINEAR_MIPMAP_NEAREST; } @Override public int GL_LUMINANCE() { return GL11.GL_LUMINANCE; } @Override public int GL_LUMINANCE_ALPHA() { return GL11.GL_LUMINANCE_ALPHA; } @Override public int GL_MAX_TEXTURE_SIZE() { return GL11.GL_MAX_TEXTURE_SIZE; } @Override public int GL_MODELVIEW() { return GL11.GL_MODELVIEW; } @Override public int GL_NEAREST() { return GL11.GL_NEAREST; } @Override public int GL_NEAREST_MIPMAP_LINEAR() { return GL11.GL_NEAREST_MIPMAP_LINEAR; } @Override public int GL_NEAREST_MIPMAP_NEAREST() { return GL11.GL_NEAREST_MIPMAP_NEAREST; } @Override public int GL_NO_ERROR() { return GL11.GL_NO_ERROR; } @Override public int GL_NOTEQUAL() { return GL11.GL_NOTEQUAL; } @Override public int GL_ONE_MINUS_SRC_ALPHA() { return GL11.GL_ONE_MINUS_SRC_ALPHA; } @Override public int GL_OUT_OF_MEMORY() { return GL11.GL_OUT_OF_MEMORY; } @Override public int GL_POINTS() { return GL11.GL_POINTS; } @Override public int GL_PROJECTION() { return GL11.GL_PROJECTION; } @Override public int GL_RGB() { return GL11.GL_RGB; } @Override public int GL_RGBA() { return GL11.GL_RGBA; } @Override public int GL_SHORT() { return GL11.GL_SHORT; } @Override public int GL_SRC_ALPHA() { return GL11.GL_SRC_ALPHA; } @Override public int GL_STACK_OVERFLOW() { return GL11.GL_STACK_OVERFLOW; } @Override public int GL_STACK_UNDERFLOW() { return GL11.GL_STACK_UNDERFLOW; } @Override public int GL_TEXTURE_2D() { return GL11.GL_TEXTURE_2D; } @Override public int GL_TEXTURE_BINDING_2D() { return GL11.GL_TEXTURE_BINDING_2D; } @Override public int GL_TEXTURE_COORD_ARRAY() { return GL11.GL_TEXTURE_COORD_ARRAY; } @Override public int GL_TEXTURE_MAG_FILTER() { return GL11.GL_TEXTURE_MAG_FILTER; } @Override public int GL_TEXTURE_MIN_FILTER() { return GL11.GL_TEXTURE_MIN_FILTER; } @Override public int GL_TRIANGLES() { return GL11.GL_TRIANGLES; } @Override public int GL_TRIANGLE_STRIP() { return GL11.GL_TRIANGLE_STRIP; } @Override public int GL_TRIANGLE_FAN() { return GL11.GL_TRIANGLE_FAN; } @Override public int GL_TRUE() { return GL11.GL_TRUE; } @Override public int GL_UNSIGNED_BYTE() { return GL11.GL_UNSIGNED_BYTE; } @Override public int GL_UNSIGNED_SHORT() { return GL11.GL_UNSIGNED_SHORT; } @Override public int GL_UNSIGNED_SHORT_4_4_4_4() { return GL12.GL_UNSIGNED_SHORT_4_4_4_4; } @Override public int GL_UNSIGNED_SHORT_5_5_5_1() { return GL12.GL_UNSIGNED_SHORT_5_5_5_1; } @Override public int GL_UNSIGNED_SHORT_5_6_5() { return GL12.GL_UNSIGNED_SHORT_5_6_5; } @Override public int GL_VERTEX_ARRAY() { return GL11.GL_VERTEX_ARRAY; } @Override public int GL_VIEWPORT() { return GL11.GL_VIEWPORT; } @Override public int GL_ZERO() { return GL11.GL_ZERO; } @Override public void glAlphaFunc(int func, float ref) { GL11.glAlphaFunc(func, ref); } @Override public void glBindTexture(int target, int texture) { GL11.glBindTexture(target, texture); } @Override public void glBlendFunc(int sfactor, int dfactor) { GL11.glBlendFunc(sfactor, dfactor); } @Override public void glClear(int mask) { GL11.glClear(mask); } @Override public void glClearColor(float red, float green, float blue, float alpha) { GL11.glClearColor(red, green, blue, alpha); } @Override public void glColorPointer(int size, int type, int stride, FloatBuffer pointer) { GL11.glColorPointer(size, stride, pointer); } @Override public void glDeleteTextures(int n, IntBuffer textures) { GL11.glDeleteTextures(textures); } @Override public void glDisable(int cap) { GL11.glDisable(cap); } @Override public void glDisableClientState(int array) { GL11.glDisableClientState(array); } @Override public void glDrawArrays(int mode, int first, int count) { GL11.glDrawArrays(mode, first, count); } @Override public void glDrawElements(int mode, int count, int type, int indices) { GL11.glDrawElements(mode, count, type, indices); } @Override public void glEnable(int cap) { GL11.glEnable(cap); } @Override public void glEnableClientState(int array) { GL11.glEnableClientState(array); } @Override public void glGenTextures(int n, IntBuffer textures) { GL11.glGenTextures(textures); } @Override public int glGetError() { return GL11.glGetError(); } @Override public void glGetIntegerv(int pname, int[] params, int offset) { IntBuffer paramsBuffer = BufferUtils.createIntBuffer(100); GL11.glGetInteger(pname, paramsBuffer); for (int i = offset, j = 0; i < params.length; i++, j++) { if (j == paramsBuffer.capacity()) return; params[i] = paramsBuffer.get(j); } } @Override public void glGetIntegerv(int pname, IntBuffer params) { GL11.glGetInteger(pname, params); } @Override public boolean glIsEnabled(int cap) { return GL11.glIsEnabled(cap); } @Override public void glLoadIdentity() { GL11.glLoadIdentity(); } @Override public void glMatrixMode(int mode) { GL11.glMatrixMode(mode); } @Override public void glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) { GL11.glOrtho(left, right, bottom, top, zNear, zFar); } @Override public void glTexCoordPointer(int size, int type, int stride, FloatBuffer pointer) { GL11.glTexCoordPointer(size, stride, pointer); } @Override public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, ByteBuffer pixels) { GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } @Override public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, DoubleBuffer pixels) { GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } @Override public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, FloatBuffer pixels) { GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } @Override public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, IntBuffer pixels) { GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } @Override public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, ShortBuffer pixels) { GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } @Override public void glTexParameterf(int target, int pname, float param) { GL11.glTexParameterf(target, pname, param); } @Override public void glTexParameteri(int target, int pname, int param) { GL11.glTexParameteri(target, pname, param); } @Override public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer pixels) { GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } @Override public void glTranslatef(float x, float y, float z) { GL11.glTranslatef(x, y, z); } @Override public void glVertexPointer(int size, int type, int stride, FloatBuffer pointer) { GL11.glVertexPointer(size, stride, pointer); } @Override public void glViewport(int x, int y, int width, int height) { GL11.glViewport(x, y, width, height); } }