package org.oscim.gdx;
/*******************************************************************************
* 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.
******************************************************************************/
import static com.badlogic.jglfw.utils.Memory.getPosition;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.oscim.backend.GL;
public class GdxGL implements GL {
public void activeTexture(int texture) {
com.badlogic.jglfw.gl.GL.glActiveTexture(texture);
}
public void bindTexture(int target, int texture) {
com.badlogic.jglfw.gl.GL.glBindTexture(target, texture);
}
public void blendFunc(int sfactor, int dfactor) {
com.badlogic.jglfw.gl.GL.glBlendFunc(sfactor, dfactor);
}
public void clear(int mask) {
com.badlogic.jglfw.gl.GL.glClear(mask);
}
public void clearColor(float red, float green, float blue, float alpha) {
com.badlogic.jglfw.gl.GL.glClearColor(red, green, blue, alpha);
}
public void clearDepthf(float depth) {
com.badlogic.jglfw.gl.GL.glClearDepthf(depth);
}
public void clearStencil(int s) {
com.badlogic.jglfw.gl.GL.glClearStencil(s);
}
public void colorMask(boolean red, boolean green, boolean blue, boolean alpha) {
com.badlogic.jglfw.gl.GL.glColorMask(red, green, blue, alpha);
}
public void compressedTexImage2D(int target, int level, int internalformat, int width,
int height, int border,
int imageSize, Buffer data) {
com.badlogic.jglfw.gl.GL.glCompressedTexImage2D(
target,
level,
internalformat,
width,
height,
border,
imageSize,
data,
getPosition(data));
}
public void compressedTexSubImage2D(int target, int level, int xoffset, int yoffset,
int width, int height, int format,
int imageSize, Buffer data) {
com.badlogic.jglfw.gl.GL.glCompressedTexSubImage2D(
target,
level,
xoffset,
yoffset,
width,
height,
format,
imageSize,
data,
getPosition(data));
}
public void copyTexImage2D(int target, int level, int internalformat, int x, int y,
int width, int height, int border) {
com.badlogic.jglfw.gl.GL.glCopyTexImage2D(
target,
level,
internalformat,
x,
y,
width,
height,
border);
}
public void copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y,
int width, int height) {
com.badlogic.jglfw.gl.GL.glCopyTexSubImage2D(
target,
level,
xoffset,
yoffset,
x,
y,
width,
height);
}
public void cullFace(int mode) {
com.badlogic.jglfw.gl.GL.glCullFace(mode);
}
public void deleteTextures(int n, IntBuffer textures) {
com.badlogic.jglfw.gl.GL.glDeleteTextures(n, textures, getPosition(textures));
}
public void depthFunc(int func) {
com.badlogic.jglfw.gl.GL.glDepthFunc(func);
}
public void depthMask(boolean flag) {
com.badlogic.jglfw.gl.GL.glDepthMask(flag);
}
public void depthRangef(float zNear, float zFar) {
com.badlogic.jglfw.gl.GL.glDepthRangef(zNear, zFar);
}
public void disable(int cap) {
com.badlogic.jglfw.gl.GL.glDisable(cap);
}
public void drawArrays(int mode, int first, int count) {
com.badlogic.jglfw.gl.GL.glDrawArrays(mode, first, count);
}
public void drawElements(int mode, int count, int type, Buffer indices) {
com.badlogic.jglfw.gl.GL.glDrawElements(mode, count, type, indices, getPosition(indices));
}
public void enable(int cap) {
com.badlogic.jglfw.gl.GL.glEnable(cap);
}
public void finish() {
com.badlogic.jglfw.gl.GL.glFinish();
}
public void flush() {
com.badlogic.jglfw.gl.GL.glFlush();
}
public void frontFace(int mode) {
com.badlogic.jglfw.gl.GL.glFrontFace(mode);
}
public void genTextures(int n, IntBuffer textures) {
com.badlogic.jglfw.gl.GL.glGenTextures(n, textures, getPosition(textures));
}
public int getError() {
return com.badlogic.jglfw.gl.GL.glGetError();
}
public void getIntegerv(int pname, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetIntegerv(pname, params, getPosition(params));
}
public String getString(int name) {
return com.badlogic.jglfw.gl.GL.glGetString(name);
}
public void hint(int target, int mode) {
com.badlogic.jglfw.gl.GL.glHint(target, mode);
}
public void lineWidth(float width) {
com.badlogic.jglfw.gl.GL.glLineWidth(width);
}
public void pixelStorei(int pname, int param) {
com.badlogic.jglfw.gl.GL.glPixelStorei(pname, param);
}
public void polygonOffset(float factor, float units) {
com.badlogic.jglfw.gl.GL.glPolygonOffset(factor, units);
}
public void readPixels(int x, int y, int width, int height, int format, int type,
Buffer pixels) {
com.badlogic.jglfw.gl.GL.glReadPixels(
x,
y,
width,
height,
format,
type,
pixels,
getPosition(pixels));
}
public void scissor(int x, int y, int width, int height) {
com.badlogic.jglfw.gl.GL.glScissor(x, y, width, height);
}
public void stencilFunc(int func, int ref, int mask) {
com.badlogic.jglfw.gl.GL.glStencilFunc(func, ref, mask);
}
public void stencilMask(int mask) {
com.badlogic.jglfw.gl.GL.glStencilMask(mask);
}
public void stencilOp(int fail, int zfail, int zpass) {
com.badlogic.jglfw.gl.GL.glStencilOp(fail, zfail, zpass);
}
public void texImage2D(int target, int level, int internalFormat, int width, int height,
int border, int format, int type,
Buffer pixels) {
com.badlogic.jglfw.gl.GL.glTexImage2D(
target,
level,
internalFormat,
width,
height,
border,
format,
type,
pixels,
getPosition(pixels));
}
public void texParameterf(int target, int pname, float param) {
com.badlogic.jglfw.gl.GL.glTexParameterf(target, pname, param);
}
public void texSubImage2D(int target, int level, int xoffset, int yoffset, int width,
int height, int format, int type,
Buffer pixels) {
com.badlogic.jglfw.gl.GL.glTexSubImage2D(
target,
level,
xoffset,
yoffset,
width,
height,
format,
type,
pixels,
getPosition(pixels));
}
public void viewport(int x, int y, int width, int height) {
com.badlogic.jglfw.gl.GL.glViewport(x, y, width, height);
}
public void getFloatv(int pname, FloatBuffer params) {
com.badlogic.jglfw.gl.GL.glGetFloatv(pname, params, getPosition(params));
}
public void getTexParameterfv(int target, int pname, FloatBuffer params) {
com.badlogic.jglfw.gl.GL.glGetTexParameterfv(target, pname, params, getPosition(params));
}
public void texParameterfv(int target, int pname, FloatBuffer params) {
com.badlogic.jglfw.gl.GL.glTexParameterfv(target, pname, params, getPosition(params));
}
public void bindBuffer(int target, int buffer) {
com.badlogic.jglfw.gl.GL.glBindBuffer(target, buffer);
}
public void bufferData(int target, int size, Buffer data, int usage) {
com.badlogic.jglfw.gl.GL.glBufferData(target, size, data, getPosition(data), usage);
}
public void bufferSubData(int target, int offset, int size, Buffer data) {
com.badlogic.jglfw.gl.GL.glBufferSubData(target, offset, size, data, getPosition(data));
}
public void deleteBuffers(int n, IntBuffer buffers) {
com.badlogic.jglfw.gl.GL.glDeleteBuffers(n, buffers, getPosition(buffers));
}
public void getBufferParameteriv(int target, int pname, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetBufferParameteriv(target, pname, params, getPosition(params));
}
public void genBuffers(int n, IntBuffer buffers) {
com.badlogic.jglfw.gl.GL.glGenBuffers(n, buffers, getPosition(buffers));
}
public void getTexParameteriv(int target, int pname, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetTexParameteriv(target, pname, params, getPosition(params));
}
public boolean isBuffer(int buffer) {
return com.badlogic.jglfw.gl.GL.glIsBuffer(buffer);
}
public boolean isEnabled(int cap) {
return com.badlogic.jglfw.gl.GL.glIsEnabled(cap);
}
public boolean isTexture(int texture) {
return com.badlogic.jglfw.gl.GL.glIsTexture(texture);
}
public void texParameteri(int target, int pname, int param) {
com.badlogic.jglfw.gl.GL.glTexParameteri(target, pname, param);
}
public void texParameteriv(int target, int pname, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glTexParameteriv(target, pname, params, getPosition(params));
}
public void drawElements(int mode, int count, int type, int indices) {
com.badlogic.jglfw.gl.GL.glDrawElements(mode, count, type, indices);
}
public void attachShader(int program, int shader) {
com.badlogic.jglfw.gl.GL.glAttachShader(program, shader);
}
public void bindAttribLocation(int program, int index, String name) {
com.badlogic.jglfw.gl.GL.glBindAttribLocation(program, index, name);
}
public void bindFramebuffer(int target, int framebuffer) {
com.badlogic.jglfw.gl.GL.glBindFramebufferEXT(target, framebuffer);
}
public void bindRenderbuffer(int target, int renderbuffer) {
com.badlogic.jglfw.gl.GL.glBindRenderbufferEXT(target, renderbuffer);
}
public void blendColor(float red, float green, float blue, float alpha) {
com.badlogic.jglfw.gl.GL.glBlendColor(red, green, blue, alpha);
}
public void blendEquation(int mode) {
com.badlogic.jglfw.gl.GL.glBlendEquation(mode);
}
public void blendEquationSeparate(int modeRGB, int modeAlpha) {
com.badlogic.jglfw.gl.GL.glBlendEquationSeparate(modeRGB, modeAlpha);
}
public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) {
com.badlogic.jglfw.gl.GL.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
public int checkFramebufferStatus(int target) {
return com.badlogic.jglfw.gl.GL.glCheckFramebufferStatusEXT(target);
}
public void compileShader(int shader) {
com.badlogic.jglfw.gl.GL.glCompileShader(shader);
}
public int createProgram() {
return com.badlogic.jglfw.gl.GL.glCreateProgram();
}
public int createShader(int type) {
return com.badlogic.jglfw.gl.GL.glCreateShader(type);
}
public void deleteFramebuffers(int n, IntBuffer framebuffers) {
com.badlogic.jglfw.gl.GL
.glDeleteFramebuffersEXT(n, framebuffers, getPosition(framebuffers));
}
public void deleteProgram(int program) {
com.badlogic.jglfw.gl.GL.glDeleteProgram(program);
}
public void deleteRenderbuffers(int n, IntBuffer renderbuffers) {
com.badlogic.jglfw.gl.GL.glDeleteRenderbuffersEXT(
n,
renderbuffers,
getPosition(renderbuffers));
}
public void deleteShader(int shader) {
com.badlogic.jglfw.gl.GL.glDeleteShader(shader);
}
public void detachShader(int program, int shader) {
com.badlogic.jglfw.gl.GL.glDetachShader(program, shader);
}
public void disableVertexAttribArray(int index) {
com.badlogic.jglfw.gl.GL.glDisableVertexAttribArray(index);
}
public void enableVertexAttribArray(int index) {
com.badlogic.jglfw.gl.GL.glEnableVertexAttribArray(index);
}
public void framebufferRenderbuffer(int target, int attachment, int renderbuffertarget,
int renderbuffer) {
com.badlogic.jglfw.gl.GL.glFramebufferRenderbufferEXT(
target,
attachment,
renderbuffertarget,
renderbuffer);
}
public void framebufferTexture2D(int target, int attachment, int textarget, int texture,
int level) {
com.badlogic.jglfw.gl.GL.glFramebufferTexture2DEXT(
target,
attachment,
textarget,
texture,
level);
}
public void generateMipmap(int target) {
com.badlogic.jglfw.gl.GL.glGenerateMipmapEXT(target);
}
public void genFramebuffers(int n, IntBuffer framebuffers) {
com.badlogic.jglfw.gl.GL.glGenFramebuffersEXT(n, framebuffers, getPosition(framebuffers));
}
public void genRenderbuffers(int n, IntBuffer renderbuffers) {
com.badlogic.jglfw.gl.GL
.glGenRenderbuffersEXT(n, renderbuffers, getPosition(renderbuffers));
}
public String getActiveAttrib(int program, int index, IntBuffer size, Buffer type) {
return com.badlogic.jglfw.gl.GL.glGetActiveAttrib(
program,
index,
size,
getPosition(size),
type,
getPosition(type));
}
public String getActiveUniform(int program, int index, IntBuffer size, Buffer type) {
return com.badlogic.jglfw.gl.GL.glGetActiveUniform(
program,
index,
size,
getPosition(size),
type,
getPosition(type));
}
public void getAttachedShaders(int program, int maxcount, Buffer count, IntBuffer shaders) {
com.badlogic.jglfw.gl.GL.glGetAttachedShaders(
program,
maxcount,
count,
getPosition(count),
shaders,
getPosition(shaders));
}
public int getAttribLocation(int program, String name) {
return com.badlogic.jglfw.gl.GL.glGetAttribLocation(program, name);
}
public void getBooleanv(int pname, Buffer params) {
com.badlogic.jglfw.gl.GL.glGetBooleanv(pname, params, getPosition(params));
}
public void getFramebufferAttachmentParameteriv(int target, int attachment, int pname,
IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetFramebufferAttachmentParameterivEXT(
target,
attachment,
pname,
params,
getPosition(params));
}
public void getProgramiv(int program, int pname, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetProgramiv(program, pname, params, getPosition(params));
}
public String getProgramInfoLog(int program) {
return com.badlogic.jglfw.gl.GL.glGetProgramInfoLog(program);
}
public void getRenderbufferParameteriv(int target, int pname, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetRenderbufferParameterivEXT(
target,
pname,
params,
getPosition(params));
}
public void getShaderiv(int shader, int pname, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetShaderiv(shader, pname, params, getPosition(params));
}
public String getShaderInfoLog(int shader) {
return com.badlogic.jglfw.gl.GL.glGetShaderInfoLog(shader);
}
public void getShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range,
IntBuffer precision) {
com.badlogic.jglfw.gl.GL.glGetShaderPrecisionFormat(
shadertype,
precisiontype,
range,
getPosition(range),
precision,
getPosition(precision));
}
public void getShaderSource(int shader, int bufsize, Buffer length, String source) {
throw new UnsupportedOperationException("Not implemented");
}
public void getUniformfv(int program, int location, FloatBuffer params) {
com.badlogic.jglfw.gl.GL.glGetUniformfv(program, location, params, getPosition(params));
}
public void getUniformiv(int program, int location, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetUniformiv(program, location, params, getPosition(params));
}
public int getUniformLocation(int program, String name) {
return com.badlogic.jglfw.gl.GL.glGetUniformLocation(program, name);
}
public void getVertexAttribfv(int index, int pname, FloatBuffer params) {
com.badlogic.jglfw.gl.GL.glGetVertexAttribfv(index, pname, params, getPosition(params));
}
public void getVertexAttribiv(int index, int pname, IntBuffer params) {
com.badlogic.jglfw.gl.GL.glGetVertexAttribiv(index, pname, params, getPosition(params));
}
public void getVertexAttribPointerv(int index, int pname, Buffer pointer) {
com.badlogic.jglfw.gl.GL.glGetVertexAttribPointerv(
index,
pname,
pointer,
getPosition(pointer));
}
public boolean isFramebuffer(int framebuffer) {
return com.badlogic.jglfw.gl.GL.glIsFramebufferEXT(framebuffer);
}
public boolean isProgram(int program) {
return com.badlogic.jglfw.gl.GL.glIsProgram(program);
}
public boolean isRenderbuffer(int renderbuffer) {
return com.badlogic.jglfw.gl.GL.glIsRenderbufferEXT(renderbuffer);
}
public boolean isShader(int shader) {
return com.badlogic.jglfw.gl.GL.glIsShader(shader);
}
public void linkProgram(int program) {
com.badlogic.jglfw.gl.GL.glLinkProgram(program);
}
public void releaseShaderCompiler() {
com.badlogic.jglfw.gl.GL.glReleaseShaderCompiler();
}
public void renderbufferStorage(int target, int internalformat, int width, int height) {
com.badlogic.jglfw.gl.GL.glRenderbufferStorageEXT(target, internalformat, width, height);
}
public void sampleCoverage(float value, boolean invert) {
com.badlogic.jglfw.gl.GL.glSampleCoverage(value, invert);
}
public void shaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) {
com.badlogic.jglfw.gl.GL.glShaderBinary(
n,
shaders,
getPosition(shaders),
binaryformat,
binary,
getPosition(binary),
length);
}
public void shaderSource(int shader, String string) {
com.badlogic.jglfw.gl.GL.glShaderSource(shader, string);
}
public void stencilFuncSeparate(int face, int func, int ref, int mask) {
com.badlogic.jglfw.gl.GL.glStencilFuncSeparate(face, func, ref, mask);
}
public void stencilMaskSeparate(int face, int mask) {
com.badlogic.jglfw.gl.GL.glStencilMaskSeparate(face, mask);
}
public void stencilOpSeparate(int face, int fail, int zfail, int zpass) {
com.badlogic.jglfw.gl.GL.glStencilOpSeparate(face, fail, zfail, zpass);
}
public void uniform1f(int location, float x) {
com.badlogic.jglfw.gl.GL.glUniform1f(location, x);
}
public void uniform1fv(int location, int count, FloatBuffer v) {
com.badlogic.jglfw.gl.GL.glUniform1fv(location, count, v, getPosition(v));
}
public void uniform1i(int location, int x) {
com.badlogic.jglfw.gl.GL.glUniform1i(location, x);
}
public void uniform1iv(int location, int count, IntBuffer v) {
com.badlogic.jglfw.gl.GL.glUniform1iv(location, count, v, getPosition(v));
}
public void uniform2f(int location, float x, float y) {
com.badlogic.jglfw.gl.GL.glUniform2f(location, x, y);
}
public void uniform2fv(int location, int count, FloatBuffer v) {
com.badlogic.jglfw.gl.GL.glUniform2fv(location, count, v, getPosition(v));
}
public void uniform2i(int location, int x, int y) {
com.badlogic.jglfw.gl.GL.glUniform2i(location, x, y);
}
public void uniform2iv(int location, int count, IntBuffer v) {
com.badlogic.jglfw.gl.GL.glUniform2iv(location, count, v, getPosition(v));
}
public void uniform3f(int location, float x, float y, float z) {
com.badlogic.jglfw.gl.GL.glUniform3f(location, x, y, z);
}
public void uniform3fv(int location, int count, FloatBuffer v) {
com.badlogic.jglfw.gl.GL.glUniform3fv(location, count, v, getPosition(v));
}
public void uniform3i(int location, int x, int y, int z) {
com.badlogic.jglfw.gl.GL.glUniform3i(location, x, y, z);
}
public void uniform3iv(int location, int count, IntBuffer v) {
com.badlogic.jglfw.gl.GL.glUniform3iv(location, count, v, getPosition(v));
}
public void uniform4f(int location, float x, float y, float z, float w) {
com.badlogic.jglfw.gl.GL.glUniform4f(location, x, y, z, w);
}
public void uniform4fv(int location, int count, FloatBuffer v) {
com.badlogic.jglfw.gl.GL.glUniform4fv(location, count, v, getPosition(v));
}
public void uniform4i(int location, int x, int y, int z, int w) {
com.badlogic.jglfw.gl.GL.glUniform4i(location, x, y, z, w);
}
public void uniform4iv(int location, int count, IntBuffer v) {
com.badlogic.jglfw.gl.GL.glUniform4iv(location, count, v, getPosition(v));
}
public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value) {
com.badlogic.jglfw.gl.GL.glUniformMatrix2fv(
location,
count,
transpose,
value,
getPosition(value));
}
public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value) {
com.badlogic.jglfw.gl.GL.glUniformMatrix3fv(
location,
count,
transpose,
value,
getPosition(value));
}
public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value) {
com.badlogic.jglfw.gl.GL.glUniformMatrix4fv(
location,
count,
transpose,
value,
getPosition(value));
}
public void useProgram(int program) {
com.badlogic.jglfw.gl.GL.glUseProgram(program);
}
public void validateProgram(int program) {
com.badlogic.jglfw.gl.GL.glValidateProgram(program);
}
public void vertexAttrib1f(int indx, float x) {
com.badlogic.jglfw.gl.GL.glVertexAttrib1f(indx, x);
}
public void vertexAttrib1fv(int indx, FloatBuffer values) {
com.badlogic.jglfw.gl.GL.glVertexAttrib1fv(indx, values, getPosition(values));
}
public void vertexAttrib2f(int indx, float x, float y) {
com.badlogic.jglfw.gl.GL.glVertexAttrib2f(indx, x, y);
}
public void vertexAttrib2fv(int indx, FloatBuffer values) {
com.badlogic.jglfw.gl.GL.glVertexAttrib2fv(indx, values, getPosition(values));
}
public void vertexAttrib3f(int indx, float x, float y, float z) {
com.badlogic.jglfw.gl.GL.glVertexAttrib3f(indx, x, y, z);
}
public void vertexAttrib3fv(int indx, FloatBuffer values) {
com.badlogic.jglfw.gl.GL.glVertexAttrib3fv(indx, values, getPosition(values));
}
public void vertexAttrib4f(int indx, float x, float y, float z, float w) {
com.badlogic.jglfw.gl.GL.glVertexAttrib4f(indx, x, y, z, w);
}
public void vertexAttrib4fv(int indx, FloatBuffer values) {
com.badlogic.jglfw.gl.GL.glVertexAttrib4fv(indx, values, getPosition(values));
}
public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride,
Buffer ptr) {
com.badlogic.jglfw.gl.GL.glVertexAttribPointer(
indx,
size,
type,
normalized,
stride,
ptr,
getPosition(ptr));
}
public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride,
int ptr) {
com.badlogic.jglfw.gl.GL.glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
}
}