LWJGL desktop libGDX backend, closes #129

This commit is contained in:
Emux 2016-08-14 13:23:41 +03:00
parent 0d64dfedd4
commit ba913eb484
7 changed files with 868 additions and 777 deletions

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@ -22,7 +22,7 @@ See the [integration guide](docs/Integration.md) and [changelog](docs/Changelog.
- Backends: - Backends:
- Android (optional libGDX) - Android (optional libGDX)
- iOS (using libGDX/RoboVM, [instructions](docs/ios.md)) - iOS (using libGDX/RoboVM, [instructions](docs/ios.md))
- Desktop (using libGDX/JGLFW) - Desktop (using libGDX/LWJGL)
- HTML5/WebGL (using libGDX/GWT) - HTML5/WebGL (using libGDX/GWT)
### Projects ### Projects

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@ -8,6 +8,7 @@
- Mapsforge multilingual maps [#34](https://github.com/mapsforge/vtm/issues/34) - Mapsforge multilingual maps [#34](https://github.com/mapsforge/vtm/issues/34)
- vtm-ios update module [#29](https://github.com/mapsforge/vtm/issues/29) - vtm-ios update module [#29](https://github.com/mapsforge/vtm/issues/29)
- Native libraries for all platforms [#14](https://github.com/mapsforge/vtm/issues/14) - Native libraries for all platforms [#14](https://github.com/mapsforge/vtm/issues/14)
- LWJGL desktop libGDX backend [#129](https://github.com/mapsforge/vtm/issues/129)
- Line stipple and texture rendering [#105](https://github.com/mapsforge/vtm/issues/105) - Line stipple and texture rendering [#105](https://github.com/mapsforge/vtm/issues/105)
- Layer groups [#99](https://github.com/mapsforge/vtm/issues/99) [#103](https://github.com/mapsforge/vtm/issues/103) - Layer groups [#99](https://github.com/mapsforge/vtm/issues/99) [#103](https://github.com/mapsforge/vtm/issues/103)
- Map scale bar multi-platform [#84](https://github.com/mapsforge/vtm/issues/84) - Map scale bar multi-platform [#84](https://github.com/mapsforge/vtm/issues/84)

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@ -34,9 +34,11 @@ compile 'org.mapsforge:vtm-desktop:[CURRENT-VERSION]:natives-osx'
compile 'org.mapsforge:vtm-desktop:[CURRENT-VERSION]:natives-windows' compile 'org.mapsforge:vtm-desktop:[CURRENT-VERSION]:natives-windows'
compile 'com.badlogicgames.gdx:gdx:1.9.3' compile 'com.badlogicgames.gdx:gdx:1.9.3'
compile 'com.badlogicgames.gdx:gdx-platform:1.9.3:natives-desktop' compile 'com.badlogicgames.gdx:gdx-platform:1.9.3:natives-desktop'
compile 'com.badlogicgames.gdx:gdx-backend-jglfw:1.9.3' compile 'com.badlogicgames.gdx:gdx-backend-lwjgl:1.9.3'
compile 'com.badlogicgames.jglfw:jglfw:1.1' compile 'org.lwjgl.lwjgl:lwjgl:2.9.3'
compile 'com.badlogicgames.jglfw:jglfw-platform:1.1:natives-desktop' compile 'org.lwjgl.lwjgl:lwjgl-platform:2.9.3:natives-linux'
compile 'org.lwjgl.lwjgl:lwjgl-platform:2.9.3:natives-osx'
compile 'org.lwjgl.lwjgl:lwjgl-platform:2.9.3:natives-windows'
compile 'com.kitfox.svg:svg-salamander:1.0' compile 'com.kitfox.svg:svg-salamander:1.0'
``` ```

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@ -8,7 +8,7 @@ dependencies {
compile files(dir.path) compile files(dir.path)
} }
compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop" compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
compile "com.badlogicgames.gdx:gdx-backend-jglfw:$gdxVersion" compile "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
compile 'com.kitfox.svg:svg-salamander:1.0' compile 'com.kitfox.svg:svg-salamander:1.0'
} }

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@ -1,763 +0,0 @@
package org.oscim.gdx;
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
* <p/>
* 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
* <p/>
* http://www.apache.org/licenses/LICENSE-2.0
* <p/>
* 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 org.oscim.backend.GL;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import static com.badlogic.jglfw.utils.Memory.getPosition;
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);
}
}

View File

@ -17,8 +17,8 @@
*/ */
package org.oscim.gdx; package org.oscim.gdx;
import com.badlogic.gdx.backends.jglfw.JglfwApplication; import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.jglfw.JglfwApplicationConfiguration; import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.utils.SharedLibraryLoader; import com.badlogic.gdx.utils.SharedLibraryLoader;
import org.oscim.awt.AwtGraphics; import org.oscim.awt.AwtGraphics;
@ -40,28 +40,28 @@ public class GdxMapApp extends GdxMap {
// init globals // init globals
AwtGraphics.init(); AwtGraphics.init();
GdxAssets.init("assets/"); GdxAssets.init("assets/");
GLAdapter.init(new GdxGL()); GLAdapter.init(new LwjglGL20());
GLAdapter.GDX_DESKTOP_QUIRKS = true; GLAdapter.GDX_DESKTOP_QUIRKS = true;
} }
public static void main(String[] args) { public static void main(String[] args) {
Tile.SIZE = 360; Tile.SIZE = 360;
init(); init();
new JglfwApplication(new GdxMapApp(), getConfig()); new LwjglApplication(new GdxMapApp(), getConfig());
} }
public static void run(GdxMap map, JglfwApplicationConfiguration config, int tileSize) { public static void run(GdxMap map, LwjglApplicationConfiguration config, int tileSize) {
Tile.SIZE = FastMath.clamp(tileSize, 128, 512); Tile.SIZE = FastMath.clamp(tileSize, 128, 512);
new JglfwApplication(map, (config == null ? getConfig() : config)); new LwjglApplication(map, (config == null ? getConfig() : config));
} }
public static void run(JglfwApplicationConfiguration config, int tileSize, GdxMap map) { public static void run(LwjglApplicationConfiguration config, int tileSize, GdxMap map) {
run(map, config, tileSize); run(map, config, tileSize);
} }
static protected JglfwApplicationConfiguration getConfig() { static protected LwjglApplicationConfiguration getConfig() {
JglfwApplicationConfiguration cfg = new JglfwApplicationConfiguration(); LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
cfg.title = "vtm-gdx"; cfg.title = "vtm-gdx";
cfg.width = 800; cfg.width = 800;
cfg.height = 600; cfg.height = 600;

View File

@ -0,0 +1,851 @@
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
* <p/>
* 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
* <p/>
* http://www.apache.org/licenses/LICENSE-2.0
* <p/>
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package org.oscim.gdx;
import com.badlogic.gdx.utils.GdxRuntimeException;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.EXTFramebufferObject;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.oscim.backend.GL;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.DoubleBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
/**
* An implementation of the {@link GL20} interface based on LWJGL. Note that LWJGL shaders and OpenGL ES shaders will not be 100%
* compatible. Some glGetXXX methods are not implemented.
*
* @author mzechner
*/
public class LwjglGL20 implements GL {
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;
}
public void activeTexture(int texture) {
GL13.glActiveTexture(texture);
}
public void attachShader(int program, int shader) {
GL20.glAttachShader(program, shader);
}
public void bindAttribLocation(int program, int index, String name) {
GL20.glBindAttribLocation(program, index, name);
}
public void bindBuffer(int target, int buffer) {
GL15.glBindBuffer(target, buffer);
}
public void bindFramebuffer(int target, int framebuffer) {
EXTFramebufferObject.glBindFramebufferEXT(target, framebuffer);
}
public void bindRenderbuffer(int target, int renderbuffer) {
EXTFramebufferObject.glBindRenderbufferEXT(target, renderbuffer);
}
public void bindTexture(int target, int texture) {
GL11.glBindTexture(target, texture);
}
public void blendColor(float red, float green, float blue, float alpha) {
GL14.glBlendColor(red, green, blue, alpha);
}
public void blendEquation(int mode) {
GL14.glBlendEquation(mode);
}
public void blendEquationSeparate(int modeRGB, int modeAlpha) {
GL20.glBlendEquationSeparate(modeRGB, modeAlpha);
}
public void blendFunc(int sfactor, int dfactor) {
GL11.glBlendFunc(sfactor, dfactor);
}
public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) {
GL14.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
public void bufferData(int target, int size, Buffer data, int usage) {
if (data == null)
GL15.glBufferData(target, size, usage);
else if (data instanceof ByteBuffer)
GL15.glBufferData(target, (ByteBuffer) data, usage);
else if (data instanceof IntBuffer)
GL15.glBufferData(target, (IntBuffer) data, usage);
else if (data instanceof FloatBuffer)
GL15.glBufferData(target, (FloatBuffer) data, usage);
else if (data instanceof DoubleBuffer)
GL15.glBufferData(target, (DoubleBuffer) data, usage);
else if (data instanceof ShortBuffer) //
GL15.glBufferData(target, (ShortBuffer) data, usage);
}
public void bufferSubData(int target, int offset, int size, Buffer data) {
if (data == null)
throw new GdxRuntimeException("Using null for the data not possible, blame LWJGL");
else if (data instanceof ByteBuffer)
GL15.glBufferSubData(target, offset, (ByteBuffer) data);
else if (data instanceof IntBuffer)
GL15.glBufferSubData(target, offset, (IntBuffer) data);
else if (data instanceof FloatBuffer)
GL15.glBufferSubData(target, offset, (FloatBuffer) data);
else if (data instanceof DoubleBuffer)
GL15.glBufferSubData(target, offset, (DoubleBuffer) data);
else if (data instanceof ShortBuffer) //
GL15.glBufferSubData(target, offset, (ShortBuffer) data);
}
public int checkFramebufferStatus(int target) {
return EXTFramebufferObject.glCheckFramebufferStatusEXT(target);
}
public void clear(int mask) {
GL11.glClear(mask);
}
public void clearColor(float red, float green, float blue, float alpha) {
GL11.glClearColor(red, green, blue, alpha);
}
public void clearDepthf(float depth) {
GL11.glClearDepth(depth);
}
public void clearStencil(int s) {
GL11.glClearStencil(s);
}
public void colorMask(boolean red, boolean green, boolean blue, boolean alpha) {
GL11.glColorMask(red, green, blue, alpha);
}
public void compileShader(int shader) {
GL20.glCompileShader(shader);
}
public void compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border,
int imageSize, Buffer data) {
if (data instanceof ByteBuffer) {
GL13.glCompressedTexImage2D(target, level, internalformat, width, height, border, (ByteBuffer) data);
} else {
throw new GdxRuntimeException("Can't use " + data.getClass().getName() + " with this method. Use ByteBuffer instead.");
}
}
public void compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format,
int imageSize, Buffer data) {
throw new GdxRuntimeException("not implemented");
}
public void copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) {
GL11.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) {
GL11.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
public int createProgram() {
return GL20.glCreateProgram();
}
public int createShader(int type) {
return GL20.glCreateShader(type);
}
public void cullFace(int mode) {
GL11.glCullFace(mode);
}
public void deleteBuffers(int n, IntBuffer buffers) {
GL15.glDeleteBuffers(buffers);
}
public void deleteBuffer(int buffer) {
GL15.glDeleteBuffers(buffer);
}
public void deleteFramebuffers(int n, IntBuffer framebuffers) {
EXTFramebufferObject.glDeleteFramebuffersEXT(framebuffers);
}
public void deleteFramebuffer(int framebuffer) {
EXTFramebufferObject.glDeleteFramebuffersEXT(framebuffer);
}
public void deleteProgram(int program) {
GL20.glDeleteProgram(program);
}
public void deleteRenderbuffers(int n, IntBuffer renderbuffers) {
EXTFramebufferObject.glDeleteRenderbuffersEXT(renderbuffers);
}
public void deleteRenderbuffer(int renderbuffer) {
EXTFramebufferObject.glDeleteRenderbuffersEXT(renderbuffer);
}
public void deleteShader(int shader) {
GL20.glDeleteShader(shader);
}
public void deleteTextures(int n, IntBuffer textures) {
GL11.glDeleteTextures(textures);
}
public void deleteTexture(int texture) {
GL11.glDeleteTextures(texture);
}
public void depthFunc(int func) {
GL11.glDepthFunc(func);
}
public void depthMask(boolean flag) {
GL11.glDepthMask(flag);
}
public void depthRangef(float zNear, float zFar) {
GL11.glDepthRange(zNear, zFar);
}
public void detachShader(int program, int shader) {
GL20.glDetachShader(program, shader);
}
public void disable(int cap) {
GL11.glDisable(cap);
}
public void disableVertexAttribArray(int index) {
GL20.glDisableVertexAttribArray(index);
}
public void drawArrays(int mode, int first, int count) {
GL11.glDrawArrays(mode, first, count);
}
public void drawElements(int mode, int count, int type, Buffer indices) {
if (indices instanceof ShortBuffer && type == com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_SHORT)
GL11.glDrawElements(mode, (ShortBuffer) indices);
else if (indices instanceof ByteBuffer && type == com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_SHORT)
GL11.glDrawElements(mode, ((ByteBuffer) indices).asShortBuffer()); // FIXME yay...
else if (indices instanceof ByteBuffer && type == com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_BYTE)
GL11.glDrawElements(mode, (ByteBuffer) indices);
else
throw new GdxRuntimeException("Can't use " + indices.getClass().getName()
+ " with this method. Use ShortBuffer or ByteBuffer instead. Blame LWJGL");
}
public void enable(int cap) {
GL11.glEnable(cap);
}
public void enableVertexAttribArray(int index) {
GL20.glEnableVertexAttribArray(index);
}
public void finish() {
GL11.glFinish();
}
public void flush() {
GL11.glFlush();
}
public void framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) {
EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer);
}
public void framebufferTexture2D(int target, int attachment, int textarget, int texture, int level) {
EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level);
}
public void frontFace(int mode) {
GL11.glFrontFace(mode);
}
public void genBuffers(int n, IntBuffer buffers) {
GL15.glGenBuffers(buffers);
}
public int genBuffer() {
return GL15.glGenBuffers();
}
public void genFramebuffers(int n, IntBuffer framebuffers) {
EXTFramebufferObject.glGenFramebuffersEXT(framebuffers);
}
public int genFramebuffer() {
return EXTFramebufferObject.glGenFramebuffersEXT();
}
public void genRenderbuffers(int n, IntBuffer renderbuffers) {
EXTFramebufferObject.glGenRenderbuffersEXT(renderbuffers);
}
public int genRenderbuffer() {
return EXTFramebufferObject.glGenRenderbuffersEXT();
}
public void genTextures(int n, IntBuffer textures) {
GL11.glGenTextures(textures);
}
public int genTexture() {
return GL11.glGenTextures();
}
public void generateMipmap(int target) {
EXTFramebufferObject.glGenerateMipmapEXT(target);
}
public String getActiveAttrib(int program, int index, IntBuffer size, Buffer type) {
// FIXME this is less than ideal of course...
IntBuffer typeTmp = BufferUtils.createIntBuffer(2);
String name = GL20.glGetActiveAttrib(program, index, 256, typeTmp);
size.put(typeTmp.get(0));
if (type instanceof IntBuffer) ((IntBuffer) type).put(typeTmp.get(1));
return name;
}
public String getActiveUniform(int program, int index, IntBuffer size, Buffer type) {
// FIXME this is less than ideal of course...
IntBuffer typeTmp = BufferUtils.createIntBuffer(2);
String name = GL20.glGetActiveUniform(program, index, 256, typeTmp);
size.put(typeTmp.get(0));
if (type instanceof IntBuffer) ((IntBuffer) type).put(typeTmp.get(1));
return name;
}
public void getAttachedShaders(int program, int maxcount, Buffer count, IntBuffer shaders) {
GL20.glGetAttachedShaders(program, (IntBuffer) count, shaders);
}
public int getAttribLocation(int program, String name) {
return GL20.glGetAttribLocation(program, name);
}
public void getBooleanv(int pname, Buffer params) {
GL11.glGetBoolean(pname, (ByteBuffer) params);
}
public void getBufferParameteriv(int target, int pname, IntBuffer params) {
GL15.glGetBufferParameter(target, pname, params);
}
public int getError() {
return GL11.glGetError();
}
public void getFloatv(int pname, FloatBuffer params) {
GL11.glGetFloat(pname, params);
}
public void getFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params) {
EXTFramebufferObject.glGetFramebufferAttachmentParameterEXT(target, attachment, pname, params);
}
public void getIntegerv(int pname, IntBuffer params) {
GL11.glGetInteger(pname, params);
}
public String getProgramInfoLog(int program) {
ByteBuffer buffer = ByteBuffer.allocateDirect(1024 * 10);
buffer.order(ByteOrder.nativeOrder());
ByteBuffer tmp = ByteBuffer.allocateDirect(4);
tmp.order(ByteOrder.nativeOrder());
IntBuffer intBuffer = tmp.asIntBuffer();
GL20.glGetProgramInfoLog(program, intBuffer, buffer);
int numBytes = intBuffer.get(0);
byte[] bytes = new byte[numBytes];
buffer.get(bytes);
return new String(bytes);
}
public void getProgramiv(int program, int pname, IntBuffer params) {
GL20.glGetProgram(program, pname, params);
}
public void getRenderbufferParameteriv(int target, int pname, IntBuffer params) {
EXTFramebufferObject.glGetRenderbufferParameterEXT(target, pname, params);
}
public String getShaderInfoLog(int shader) {
ByteBuffer buffer = ByteBuffer.allocateDirect(1024 * 10);
buffer.order(ByteOrder.nativeOrder());
ByteBuffer tmp = ByteBuffer.allocateDirect(4);
tmp.order(ByteOrder.nativeOrder());
IntBuffer intBuffer = tmp.asIntBuffer();
GL20.glGetShaderInfoLog(shader, intBuffer, buffer);
int numBytes = intBuffer.get(0);
byte[] bytes = new byte[numBytes];
buffer.get(bytes);
return new String(bytes);
}
public void getShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision) {
throw new UnsupportedOperationException("unsupported, won't implement");
}
public void getShaderiv(int shader, int pname, IntBuffer params) {
GL20.glGetShader(shader, pname, params);
}
public String getString(int name) {
return GL11.glGetString(name);
}
public void getTexParameterfv(int target, int pname, FloatBuffer params) {
GL11.glGetTexParameter(target, pname, params);
}
public void getTexParameteriv(int target, int pname, IntBuffer params) {
GL11.glGetTexParameter(target, pname, params);
}
public int getUniformLocation(int program, String name) {
return GL20.glGetUniformLocation(program, name);
}
public void getUniformfv(int program, int location, FloatBuffer params) {
GL20.glGetUniform(program, location, params);
}
public void getUniformiv(int program, int location, IntBuffer params) {
GL20.glGetUniform(program, location, params);
}
public void getVertexAttribPointerv(int index, int pname, Buffer pointer) {
throw new UnsupportedOperationException("unsupported, won't implement");
}
public void getVertexAttribfv(int index, int pname, FloatBuffer params) {
GL20.glGetVertexAttrib(index, pname, params);
}
public void getVertexAttribiv(int index, int pname, IntBuffer params) {
GL20.glGetVertexAttrib(index, pname, params);
}
public void hint(int target, int mode) {
GL11.glHint(target, mode);
}
public boolean isBuffer(int buffer) {
return GL15.glIsBuffer(buffer);
}
public boolean isEnabled(int cap) {
return GL11.glIsEnabled(cap);
}
public boolean isFramebuffer(int framebuffer) {
return EXTFramebufferObject.glIsFramebufferEXT(framebuffer);
}
public boolean isProgram(int program) {
return GL20.glIsProgram(program);
}
public boolean isRenderbuffer(int renderbuffer) {
return EXTFramebufferObject.glIsRenderbufferEXT(renderbuffer);
}
public boolean isShader(int shader) {
return GL20.glIsShader(shader);
}
public boolean isTexture(int texture) {
return GL11.glIsTexture(texture);
}
public void lineWidth(float width) {
GL11.glLineWidth(width);
}
public void linkProgram(int program) {
GL20.glLinkProgram(program);
}
public void pixelStorei(int pname, int param) {
GL11.glPixelStorei(pname, param);
}
public void polygonOffset(float factor, float units) {
GL11.glPolygonOffset(factor, units);
}
public void readPixels(int x, int y, int width, int height, int format, int type, Buffer pixels) {
if (pixels instanceof ByteBuffer)
GL11.glReadPixels(x, y, width, height, format, type, (ByteBuffer) pixels);
else if (pixels instanceof ShortBuffer)
GL11.glReadPixels(x, y, width, height, format, type, (ShortBuffer) pixels);
else if (pixels instanceof IntBuffer)
GL11.glReadPixels(x, y, width, height, format, type, (IntBuffer) pixels);
else if (pixels instanceof FloatBuffer)
GL11.glReadPixels(x, y, width, height, format, type, (FloatBuffer) pixels);
else
throw new GdxRuntimeException("Can't use " + pixels.getClass().getName()
+ " with this method. Use ByteBuffer, ShortBuffer, IntBuffer or FloatBuffer instead. Blame LWJGL");
}
public void releaseShaderCompiler() {
// nothing to do here
}
public void renderbufferStorage(int target, int internalformat, int width, int height) {
EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height);
}
public void sampleCoverage(float value, boolean invert) {
GL13.glSampleCoverage(value, invert);
}
public void scissor(int x, int y, int width, int height) {
GL11.glScissor(x, y, width, height);
}
public void shaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) {
throw new UnsupportedOperationException("unsupported, won't implement");
}
public void shaderSource(int shader, String string) {
GL20.glShaderSource(shader, string);
}
public void stencilFunc(int func, int ref, int mask) {
GL11.glStencilFunc(func, ref, mask);
}
public void stencilFuncSeparate(int face, int func, int ref, int mask) {
GL20.glStencilFuncSeparate(face, func, ref, mask);
}
public void stencilMask(int mask) {
GL11.glStencilMask(mask);
}
public void stencilMaskSeparate(int face, int mask) {
GL20.glStencilMaskSeparate(face, mask);
}
public void stencilOp(int fail, int zfail, int zpass) {
GL11.glStencilOp(fail, zfail, zpass);
}
public void stencilOpSeparate(int face, int fail, int zfail, int zpass) {
GL20.glStencilOpSeparate(face, fail, zfail, zpass);
}
public void texImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type,
Buffer pixels) {
if (pixels == null)
GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (ByteBuffer) null);
else if (pixels instanceof ByteBuffer)
GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (ByteBuffer) pixels);
else if (pixels instanceof ShortBuffer)
GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (ShortBuffer) pixels);
else if (pixels instanceof IntBuffer)
GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (IntBuffer) pixels);
else if (pixels instanceof FloatBuffer)
GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (FloatBuffer) pixels);
else if (pixels instanceof DoubleBuffer)
GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (DoubleBuffer) pixels);
else
throw new GdxRuntimeException("Can't use " + pixels.getClass().getName()
+ " with this method. Use ByteBuffer, ShortBuffer, IntBuffer, FloatBuffer or DoubleBuffer instead. Blame LWJGL");
}
public void texParameterf(int target, int pname, float param) {
GL11.glTexParameterf(target, pname, param);
}
public void texParameterfv(int target, int pname, FloatBuffer params) {
GL11.glTexParameter(target, pname, params);
}
public void texParameteri(int target, int pname, int param) {
GL11.glTexParameteri(target, pname, param);
}
public void texParameteriv(int target, int pname, IntBuffer params) {
GL11.glTexParameter(target, pname, params);
}
public void texSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type,
Buffer pixels) {
if (pixels instanceof ByteBuffer)
GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (ByteBuffer) pixels);
else if (pixels instanceof ShortBuffer)
GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (ShortBuffer) pixels);
else if (pixels instanceof IntBuffer)
GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (IntBuffer) pixels);
else if (pixels instanceof FloatBuffer)
GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (FloatBuffer) pixels);
else if (pixels instanceof DoubleBuffer)
GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (DoubleBuffer) pixels);
else
throw new GdxRuntimeException("Can't use " + pixels.getClass().getName()
+ " with this method. Use ByteBuffer, ShortBuffer, IntBuffer, FloatBuffer or DoubleBuffer instead. Blame LWJGL");
}
public void uniform1f(int location, float x) {
GL20.glUniform1f(location, x);
}
public void uniform1fv(int location, int count, FloatBuffer v) {
GL20.glUniform1(location, v);
}
public void uniform1fv(int location, int count, float[] v, int offset) {
GL20.glUniform1(location, toFloatBuffer(v, offset, count));
}
public void uniform1i(int location, int x) {
GL20.glUniform1i(location, x);
}
public void uniform1iv(int location, int count, IntBuffer v) {
GL20.glUniform1(location, v);
}
public void uniform1iv(int location, int count, int[] v, int offset) {
GL20.glUniform1(location, toIntBuffer(v, offset, count));
}
public void uniform2f(int location, float x, float y) {
GL20.glUniform2f(location, x, y);
}
public void uniform2fv(int location, int count, FloatBuffer v) {
GL20.glUniform2(location, v);
}
public void uniform2fv(int location, int count, float[] v, int offset) {
GL20.glUniform2(location, toFloatBuffer(v, offset, count << 1));
}
public void uniform2i(int location, int x, int y) {
GL20.glUniform2i(location, x, y);
}
public void uniform2iv(int location, int count, IntBuffer v) {
GL20.glUniform2(location, v);
}
public void uniform2iv(int location, int count, int[] v, int offset) {
GL20.glUniform2(location, toIntBuffer(v, offset, count << 1));
}
public void uniform3f(int location, float x, float y, float z) {
GL20.glUniform3f(location, x, y, z);
}
public void uniform3fv(int location, int count, FloatBuffer v) {
GL20.glUniform3(location, v);
}
public void uniform3fv(int location, int count, float[] v, int offset) {
GL20.glUniform3(location, toFloatBuffer(v, offset, count * 3));
}
public void uniform3i(int location, int x, int y, int z) {
GL20.glUniform3i(location, x, y, z);
}
public void uniform3iv(int location, int count, IntBuffer v) {
GL20.glUniform3(location, v);
}
public void uniform3iv(int location, int count, int[] v, int offset) {
GL20.glUniform3(location, toIntBuffer(v, offset, count * 3));
}
public void uniform4f(int location, float x, float y, float z, float w) {
GL20.glUniform4f(location, x, y, z, w);
}
public void uniform4fv(int location, int count, FloatBuffer v) {
GL20.glUniform4(location, v);
}
public void uniform4fv(int location, int count, float[] v, int offset) {
GL20.glUniform4(location, toFloatBuffer(v, offset, count << 2));
}
public void uniform4i(int location, int x, int y, int z, int w) {
GL20.glUniform4i(location, x, y, z, w);
}
public void uniform4iv(int location, int count, IntBuffer v) {
GL20.glUniform4(location, v);
}
public void uniform4iv(int location, int count, int[] v, int offset) {
GL20.glUniform4(location, toIntBuffer(v, offset, count << 2));
}
public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value) {
GL20.glUniformMatrix2(location, transpose, value);
}
public void uniformMatrix2fv(int location, int count, boolean transpose, float[] value, int offset) {
GL20.glUniformMatrix2(location, transpose, toFloatBuffer(value, offset, count << 2));
}
public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value) {
GL20.glUniformMatrix3(location, transpose, value);
}
public void uniformMatrix3fv(int location, int count, boolean transpose, float[] value, int offset) {
GL20.glUniformMatrix3(location, transpose, toFloatBuffer(value, offset, count * 9));
}
public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value) {
GL20.glUniformMatrix4(location, transpose, value);
}
public void uniformMatrix4fv(int location, int count, boolean transpose, float[] value, int offset) {
GL20.glUniformMatrix4(location, transpose, toFloatBuffer(value, offset, count << 4));
}
public void useProgram(int program) {
GL20.glUseProgram(program);
}
public void validateProgram(int program) {
GL20.glValidateProgram(program);
}
public void vertexAttrib1f(int indx, float x) {
GL20.glVertexAttrib1f(indx, x);
}
public void vertexAttrib1fv(int indx, FloatBuffer values) {
GL20.glVertexAttrib1f(indx, values.get());
}
public void vertexAttrib2f(int indx, float x, float y) {
GL20.glVertexAttrib2f(indx, x, y);
}
public void vertexAttrib2fv(int indx, FloatBuffer values) {
GL20.glVertexAttrib2f(indx, values.get(), values.get());
}
public void vertexAttrib3f(int indx, float x, float y, float z) {
GL20.glVertexAttrib3f(indx, x, y, z);
}
public void vertexAttrib3fv(int indx, FloatBuffer values) {
GL20.glVertexAttrib3f(indx, values.get(), values.get(), values.get());
}
public void vertexAttrib4f(int indx, float x, float y, float z, float w) {
GL20.glVertexAttrib4f(indx, x, y, z, w);
}
public void vertexAttrib4fv(int indx, FloatBuffer values) {
GL20.glVertexAttrib4f(indx, values.get(), values.get(), values.get(), values.get());
}
public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer buffer) {
if (buffer instanceof ByteBuffer) {
if (type == BYTE)
GL20.glVertexAttribPointer(indx, size, false, normalized, stride, (ByteBuffer) buffer);
else if (type == UNSIGNED_BYTE)
GL20.glVertexAttribPointer(indx, size, true, normalized, stride, (ByteBuffer) buffer);
else if (type == SHORT)
GL20.glVertexAttribPointer(indx, size, false, normalized, stride, ((ByteBuffer) buffer).asShortBuffer());
else if (type == UNSIGNED_SHORT)
GL20.glVertexAttribPointer(indx, size, true, normalized, stride, ((ByteBuffer) buffer).asShortBuffer());
else if (type == FLOAT)
GL20.glVertexAttribPointer(indx, size, normalized, stride, ((ByteBuffer) buffer).asFloatBuffer());
else
throw new GdxRuntimeException(
"Can't use "
+ buffer.getClass().getName()
+ " with type "
+ type
+ " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL");
} else if (buffer instanceof FloatBuffer) {
if (type == FLOAT)
GL20.glVertexAttribPointer(indx, size, normalized, stride, (FloatBuffer) buffer);
else
throw new GdxRuntimeException("Can't use " + buffer.getClass().getName() + " with type " + type
+ " with this method.");
} else
throw new GdxRuntimeException("Can't use " + buffer.getClass().getName()
+ " with this method. Use ByteBuffer instead. Blame LWJGL");
}
public void viewport(int x, int y, int width, int height) {
GL11.glViewport(x, y, width, height);
}
public void drawElements(int mode, int count, int type, int indices) {
GL11.glDrawElements(mode, count, type, indices);
}
public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, int ptr) {
GL20.glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
}
public void getShaderSource(int shader, int bufsize, Buffer length, String source) {
}
}