nicer gl api
- java class name should suffice as namespace - also use import static gl instance seems to work now with Gwt
This commit is contained in:
@@ -24,11 +24,11 @@ import java.nio.IntBuffer;
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import javax.imageio.ImageIO;
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import org.oscim.backend.GL;
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import org.oscim.backend.canvas.Bitmap;
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import org.oscim.renderer.bucket.TextureBucket;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.utils.BufferUtils;
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public class AwtBitmap implements Bitmap {
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@@ -77,8 +77,9 @@ public class AwtBitmap implements Bitmap {
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public void eraseColor(int transparent) {
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}
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private final static IntBuffer tmpBuffer = BufferUtils.newIntBuffer(TextureBucket.TEXTURE_HEIGHT
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* TextureBucket.TEXTURE_WIDTH);
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private final static IntBuffer tmpBuffer = BufferUtils
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.newIntBuffer(TextureBucket.TEXTURE_HEIGHT
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* TextureBucket.TEXTURE_WIDTH);
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private final static int[] tmpPixel = new int[TextureBucket.TEXTURE_HEIGHT
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* TextureBucket.TEXTURE_WIDTH];
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@@ -128,8 +129,8 @@ public class AwtBitmap implements Bitmap {
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buffer.put(pixels, 0, width * height);
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buffer.flip();
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Gdx.gl20.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_RGBA, width,
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height, 0, GL20.GL_RGBA, GL20.GL_UNSIGNED_BYTE, buffer);
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Gdx.gl20.glTexImage2D(GL.TEXTURE_2D, 0, GL.RGBA, width,
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height, 0, GL.RGBA, GL.UNSIGNED_BYTE, buffer);
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}
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@Override
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763
vtm-desktop/src/org/oscim/gdx/GdxGL.java
Normal file
763
vtm-desktop/src/org/oscim/gdx/GdxGL.java
Normal file
@@ -0,0 +1,763 @@
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package org.oscim.gdx;
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/*******************************************************************************
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* Copyright 2011 See AUTHORS file.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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******************************************************************************/
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import static com.badlogic.jglfw.utils.Memory.getPosition;
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import java.nio.Buffer;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import org.oscim.backend.GL;
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public class GdxGL implements GL {
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public void activeTexture(int texture) {
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com.badlogic.jglfw.gl.GL.glActiveTexture(texture);
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}
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public void bindTexture(int target, int texture) {
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com.badlogic.jglfw.gl.GL.glBindTexture(target, texture);
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}
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public void blendFunc(int sfactor, int dfactor) {
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com.badlogic.jglfw.gl.GL.glBlendFunc(sfactor, dfactor);
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}
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public void clear(int mask) {
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com.badlogic.jglfw.gl.GL.glClear(mask);
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}
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public void clearColor(float red, float green, float blue, float alpha) {
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com.badlogic.jglfw.gl.GL.glClearColor(red, green, blue, alpha);
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}
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public void clearDepthf(float depth) {
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com.badlogic.jglfw.gl.GL.glClearDepthf(depth);
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}
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public void clearStencil(int s) {
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com.badlogic.jglfw.gl.GL.glClearStencil(s);
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}
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public void colorMask(boolean red, boolean green, boolean blue, boolean alpha) {
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com.badlogic.jglfw.gl.GL.glColorMask(red, green, blue, alpha);
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}
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public void compressedTexImage2D(int target, int level, int internalformat, int width,
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int height, int border,
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int imageSize, Buffer data) {
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com.badlogic.jglfw.gl.GL.glCompressedTexImage2D(
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target,
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level,
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internalformat,
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width,
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height,
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border,
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imageSize,
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data,
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getPosition(data));
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}
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public void compressedTexSubImage2D(int target, int level, int xoffset, int yoffset,
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int width, int height, int format,
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int imageSize, Buffer data) {
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com.badlogic.jglfw.gl.GL.glCompressedTexSubImage2D(
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target,
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level,
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xoffset,
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yoffset,
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width,
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height,
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format,
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imageSize,
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data,
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getPosition(data));
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}
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public void copyTexImage2D(int target, int level, int internalformat, int x, int y,
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int width, int height, int border) {
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com.badlogic.jglfw.gl.GL.glCopyTexImage2D(
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target,
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level,
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internalformat,
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x,
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y,
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width,
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height,
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border);
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}
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public void copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y,
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int width, int height) {
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com.badlogic.jglfw.gl.GL.glCopyTexSubImage2D(
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target,
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level,
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xoffset,
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yoffset,
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x,
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y,
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width,
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height);
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}
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public void cullFace(int mode) {
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com.badlogic.jglfw.gl.GL.glCullFace(mode);
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}
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public void deleteTextures(int n, IntBuffer textures) {
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com.badlogic.jglfw.gl.GL.glDeleteTextures(n, textures, getPosition(textures));
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}
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public void depthFunc(int func) {
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com.badlogic.jglfw.gl.GL.glDepthFunc(func);
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}
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public void depthMask(boolean flag) {
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com.badlogic.jglfw.gl.GL.glDepthMask(flag);
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}
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public void depthRangef(float zNear, float zFar) {
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com.badlogic.jglfw.gl.GL.glDepthRangef(zNear, zFar);
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}
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public void disable(int cap) {
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com.badlogic.jglfw.gl.GL.glDisable(cap);
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}
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public void drawArrays(int mode, int first, int count) {
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com.badlogic.jglfw.gl.GL.glDrawArrays(mode, first, count);
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}
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public void drawElements(int mode, int count, int type, Buffer indices) {
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com.badlogic.jglfw.gl.GL.glDrawElements(mode, count, type, indices, getPosition(indices));
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}
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public void enable(int cap) {
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com.badlogic.jglfw.gl.GL.glEnable(cap);
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}
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public void finish() {
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com.badlogic.jglfw.gl.GL.glFinish();
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}
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public void flush() {
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com.badlogic.jglfw.gl.GL.glFlush();
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}
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public void frontFace(int mode) {
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com.badlogic.jglfw.gl.GL.glFrontFace(mode);
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}
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public void genTextures(int n, IntBuffer textures) {
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com.badlogic.jglfw.gl.GL.glGenTextures(n, textures, getPosition(textures));
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}
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public int getError() {
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return com.badlogic.jglfw.gl.GL.glGetError();
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}
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public void getIntegerv(int pname, IntBuffer params) {
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com.badlogic.jglfw.gl.GL.glGetIntegerv(pname, params, getPosition(params));
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}
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public String getString(int name) {
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return com.badlogic.jglfw.gl.GL.glGetString(name);
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}
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public void hint(int target, int mode) {
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com.badlogic.jglfw.gl.GL.glHint(target, mode);
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}
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public void lineWidth(float width) {
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com.badlogic.jglfw.gl.GL.glLineWidth(width);
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}
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public void pixelStorei(int pname, int param) {
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com.badlogic.jglfw.gl.GL.glPixelStorei(pname, param);
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}
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public void polygonOffset(float factor, float units) {
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com.badlogic.jglfw.gl.GL.glPolygonOffset(factor, units);
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}
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public void readPixels(int x, int y, int width, int height, int format, int type,
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Buffer pixels) {
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com.badlogic.jglfw.gl.GL.glReadPixels(
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x,
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y,
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width,
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height,
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format,
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type,
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pixels,
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getPosition(pixels));
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}
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public void scissor(int x, int y, int width, int height) {
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com.badlogic.jglfw.gl.GL.glScissor(x, y, width, height);
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}
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public void stencilFunc(int func, int ref, int mask) {
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com.badlogic.jglfw.gl.GL.glStencilFunc(func, ref, mask);
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}
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public void stencilMask(int mask) {
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com.badlogic.jglfw.gl.GL.glStencilMask(mask);
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}
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public void stencilOp(int fail, int zfail, int zpass) {
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com.badlogic.jglfw.gl.GL.glStencilOp(fail, zfail, zpass);
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}
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public void texImage2D(int target, int level, int internalFormat, int width, int height,
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int border, int format, int type,
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Buffer pixels) {
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com.badlogic.jglfw.gl.GL.glTexImage2D(
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target,
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level,
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internalFormat,
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width,
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height,
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border,
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format,
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type,
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pixels,
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getPosition(pixels));
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}
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public void texParameterf(int target, int pname, float param) {
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com.badlogic.jglfw.gl.GL.glTexParameterf(target, pname, param);
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}
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public void texSubImage2D(int target, int level, int xoffset, int yoffset, int width,
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int height, int format, int type,
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Buffer pixels) {
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com.badlogic.jglfw.gl.GL.glTexSubImage2D(
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target,
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level,
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xoffset,
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yoffset,
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width,
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height,
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format,
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type,
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pixels,
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getPosition(pixels));
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}
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public void viewport(int x, int y, int width, int height) {
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com.badlogic.jglfw.gl.GL.glViewport(x, y, width, height);
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}
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public void getFloatv(int pname, FloatBuffer params) {
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com.badlogic.jglfw.gl.GL.glGetFloatv(pname, params, getPosition(params));
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}
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public void getTexParameterfv(int target, int pname, FloatBuffer params) {
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com.badlogic.jglfw.gl.GL.glGetTexParameterfv(target, pname, params, getPosition(params));
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}
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public void texParameterfv(int target, int pname, FloatBuffer params) {
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com.badlogic.jglfw.gl.GL.glTexParameterfv(target, pname, params, getPosition(params));
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}
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public void bindBuffer(int target, int buffer) {
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com.badlogic.jglfw.gl.GL.glBindBuffer(target, buffer);
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}
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public void bufferData(int target, int size, Buffer data, int usage) {
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com.badlogic.jglfw.gl.GL.glBufferData(target, size, data, getPosition(data), usage);
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}
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public void bufferSubData(int target, int offset, int size, Buffer data) {
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com.badlogic.jglfw.gl.GL.glBufferSubData(target, offset, size, data, getPosition(data));
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}
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public void deleteBuffers(int n, IntBuffer buffers) {
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com.badlogic.jglfw.gl.GL.glDeleteBuffers(n, buffers, getPosition(buffers));
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}
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public void getBufferParameteriv(int target, int pname, IntBuffer params) {
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com.badlogic.jglfw.gl.GL.glGetBufferParameteriv(target, pname, params, getPosition(params));
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}
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public void genBuffers(int n, IntBuffer buffers) {
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com.badlogic.jglfw.gl.GL.glGenBuffers(n, buffers, getPosition(buffers));
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}
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public void getTexParameteriv(int target, int pname, IntBuffer params) {
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com.badlogic.jglfw.gl.GL.glGetTexParameteriv(target, pname, params, getPosition(params));
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}
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public boolean isBuffer(int buffer) {
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return com.badlogic.jglfw.gl.GL.glIsBuffer(buffer);
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}
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public boolean isEnabled(int cap) {
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return com.badlogic.jglfw.gl.GL.glIsEnabled(cap);
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}
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public boolean isTexture(int texture) {
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return com.badlogic.jglfw.gl.GL.glIsTexture(texture);
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}
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public void texParameteri(int target, int pname, int param) {
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com.badlogic.jglfw.gl.GL.glTexParameteri(target, pname, param);
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}
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public void texParameteriv(int target, int pname, IntBuffer params) {
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com.badlogic.jglfw.gl.GL.glTexParameteriv(target, pname, params, getPosition(params));
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}
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public void drawElements(int mode, int count, int type, int indices) {
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com.badlogic.jglfw.gl.GL.glDrawElements(mode, count, type, indices);
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}
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|
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public void attachShader(int program, int shader) {
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com.badlogic.jglfw.gl.GL.glAttachShader(program, shader);
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}
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|
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public void bindAttribLocation(int program, int index, String name) {
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com.badlogic.jglfw.gl.GL.glBindAttribLocation(program, index, name);
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}
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|
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public void bindFramebuffer(int target, int framebuffer) {
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com.badlogic.jglfw.gl.GL.glBindFramebufferEXT(target, framebuffer);
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}
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|
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public void bindRenderbuffer(int target, int renderbuffer) {
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com.badlogic.jglfw.gl.GL.glBindRenderbufferEXT(target, renderbuffer);
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}
|
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|
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public void blendColor(float red, float green, float blue, float alpha) {
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com.badlogic.jglfw.gl.GL.glBlendColor(red, green, blue, alpha);
|
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}
|
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|
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public void blendEquation(int mode) {
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com.badlogic.jglfw.gl.GL.glBlendEquation(mode);
|
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}
|
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|
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public void blendEquationSeparate(int modeRGB, int modeAlpha) {
|
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com.badlogic.jglfw.gl.GL.glBlendEquationSeparate(modeRGB, modeAlpha);
|
||||
}
|
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|
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public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) {
|
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com.badlogic.jglfw.gl.GL.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
|
||||
}
|
||||
|
||||
public int checkFramebufferStatus(int target) {
|
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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);
|
||||
}
|
||||
}
|
||||
@@ -17,7 +17,6 @@
|
||||
package org.oscim.gdx;
|
||||
|
||||
import org.oscim.awt.AwtGraphics;
|
||||
import org.oscim.backend.GL20;
|
||||
import org.oscim.backend.GLAdapter;
|
||||
import org.oscim.core.Tile;
|
||||
import org.oscim.tiling.TileSource;
|
||||
@@ -28,24 +27,19 @@ import org.slf4j.LoggerFactory;
|
||||
|
||||
import com.badlogic.gdx.backends.jglfw.JglfwApplication;
|
||||
import com.badlogic.gdx.backends.jglfw.JglfwApplicationConfiguration;
|
||||
import com.badlogic.gdx.backends.jglfw.JglfwGL20;
|
||||
import com.badlogic.gdx.utils.SharedLibraryLoader;
|
||||
|
||||
public class GdxMapApp extends GdxMap {
|
||||
|
||||
public static final Logger log = LoggerFactory.getLogger(GdxMapApp.class);
|
||||
|
||||
static class GdxGL20Wrapper extends JglfwGL20 implements GL20 {
|
||||
|
||||
}
|
||||
|
||||
public static void init() {
|
||||
// load native library
|
||||
new SharedLibraryLoader().load("vtm-jni");
|
||||
// init globals
|
||||
AwtGraphics.init();
|
||||
GdxAssets.init("assets/");
|
||||
GLAdapter.init(new GdxGL20Wrapper());
|
||||
GLAdapter.init(new GdxGL());
|
||||
GLAdapter.GDX_DESKTOP_QUIRKS = true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user