/* * Copyright 2016 Longri * * This program is free software: you can redistribute it and/or modify it under the * terms of the GNU Lesser General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT ANY * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A * PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License along with * this program. If not, see . */ package org.oscim.ios.backend; import com.badlogic.gdx.backends.iosrobovm.IOSGLES20; import org.oscim.backend.GL; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; /** * iOS specific implementation of {@link GL}. */ public class IosGL implements GL { private static final IOSGLES20 iOSGL = new IOSGLES20(); public void activeTexture(int texture) { iOSGL.glActiveTexture(texture); } public void bindTexture(int target, int texture) { iOSGL.glBindTexture(target, texture); } public void blendFunc(int sfactor, int dfactor) { iOSGL.glBlendFunc(sfactor, dfactor); } public void clear(int mask) { iOSGL.glClear(mask); } public void clearColor(float red, float green, float blue, float alpha) { iOSGL.glClearColor(red, green, blue, alpha); } public void clearDepthf(float depth) { iOSGL.glClearDepthf(depth); } public void clearStencil(int s) { iOSGL.glClearStencil(s); } public void colorMask(boolean red, boolean green, boolean blue, boolean alpha) { iOSGL.glColorMask(red, green, blue, alpha); } public void compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data) { iOSGL.glCompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data); } public void compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data) { iOSGL.glCompressedTexSubImage2D( target, level, xoffset, yoffset, width, height, format, imageSize, data); } public void copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) { iOSGL.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) { iOSGL.glCopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height); } public void cullFace(int mode) { iOSGL.glCullFace(mode); } public void deleteTextures(int n, IntBuffer textures) { iOSGL.glDeleteTextures(n, textures); } public void depthFunc(int func) { iOSGL.glDepthFunc(func); } public void depthMask(boolean flag) { iOSGL.glDepthMask(flag); } public void depthRangef(float zNear, float zFar) { iOSGL.glDepthRangef(zNear, zFar); } public void disable(int cap) { iOSGL.glDisable(cap); } public void drawArrays(int mode, int first, int count) { iOSGL.glDrawArrays(mode, first, count); } public void drawElements(int mode, int count, int type, Buffer indices) { iOSGL.glDrawElements(mode, count, type, indices); } public void enable(int cap) { iOSGL.glEnable(cap); } public void finish() { iOSGL.glFinish(); } public void flush() { iOSGL.glFlush(); } public void frontFace(int mode) { iOSGL.glFrontFace(mode); } public void genTextures(int n, IntBuffer textures) { iOSGL.glGenTextures(n, textures); } public int getError() { return iOSGL.glGetError(); } public void getIntegerv(int pname, IntBuffer params) { iOSGL.glGetIntegerv(pname, params); } public String getString(int name) { return iOSGL.glGetString(name); } public void hint(int target, int mode) { iOSGL.glHint(target, mode); } public void lineWidth(float width) { iOSGL.glLineWidth(width); } public void pixelStorei(int pname, int param) { iOSGL.glPixelStorei(pname, param); } public void polygonOffset(float factor, float units) { iOSGL.glPolygonOffset(factor, units); } public void readPixels(int x, int y, int width, int height, int format, int type, Buffer pixels) { iOSGL.glReadPixels( x, y, width, height, format, type, pixels); } public void scissor(int x, int y, int width, int height) { iOSGL.glScissor(x, y, width, height); } public void stencilFunc(int func, int ref, int mask) { iOSGL.glStencilFunc(func, ref, mask); } public void stencilMask(int mask) { iOSGL.glStencilMask(mask); } public void stencilOp(int fail, int zfail, int zpass) { iOSGL.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) { iOSGL.glTexImage2D( target, level, internalFormat, width, height, border, format, type, pixels); } public void texParameterf(int target, int pname, float param) { iOSGL.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) { iOSGL.glTexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels); } public void viewport(int x, int y, int width, int height) { iOSGL.glViewport(x, y, width, height); } public void getFloatv(int pname, FloatBuffer params) { iOSGL.glGetFloatv(pname, params); } public void getTexParameterfv(int target, int pname, FloatBuffer params) { iOSGL.glGetTexParameterfv(target, pname, params); } public void texParameterfv(int target, int pname, FloatBuffer params) { iOSGL.glTexParameterfv(target, pname, params); } public void bindBuffer(int target, int buffer) { iOSGL.glBindBuffer(target, buffer); } public void bufferData(int target, int size, Buffer data, int usage) { iOSGL.glBufferData(target, size, data, usage); } public void bufferSubData(int target, int offset, int size, Buffer data) { iOSGL.glBufferSubData(target, offset, size, data); } public void deleteBuffers(int n, IntBuffer buffers) { iOSGL.glDeleteBuffers(n, buffers); } public void getBufferParameteriv(int target, int pname, IntBuffer params) { iOSGL.glGetBufferParameteriv(target, pname, params); } public void genBuffers(int n, IntBuffer buffers) { iOSGL.glGenBuffers(n, buffers); } public void getTexParameteriv(int target, int pname, IntBuffer params) { iOSGL.glGetTexParameteriv(target, pname, params); } public boolean isBuffer(int buffer) { return iOSGL.glIsBuffer(buffer); } public boolean isEnabled(int cap) { return iOSGL.glIsEnabled(cap); } public boolean isTexture(int texture) { return iOSGL.glIsTexture(texture); } public void texParameteri(int target, int pname, int param) { iOSGL.glTexParameteri(target, pname, param); } public void texParameteriv(int target, int pname, IntBuffer params) { iOSGL.glTexParameteriv(target, pname, params); } public void drawElements(int mode, int count, int type, int indices) { iOSGL.glDrawElements(mode, count, type, indices); } public void attachShader(int program, int shader) { iOSGL.glAttachShader(program, shader); } public void bindAttribLocation(int program, int index, String name) { iOSGL.glBindAttribLocation(program, index, name); } public void bindFramebuffer(int target, int framebuffer) { iOSGL.glBindFramebuffer(target, framebuffer); } public void bindRenderbuffer(int target, int renderbuffer) { iOSGL.glBindRenderbuffer(target, renderbuffer); } public void blendColor(float red, float green, float blue, float alpha) { iOSGL.glBlendColor(red, green, blue, alpha); } public void blendEquation(int mode) { iOSGL.glBlendEquation(mode); } public void blendEquationSeparate(int modeRGB, int modeAlpha) { iOSGL.glBlendEquationSeparate(modeRGB, modeAlpha); } public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) { iOSGL.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } public int checkFramebufferStatus(int target) { return iOSGL.glCheckFramebufferStatus(target); } public void compileShader(int shader) { iOSGL.glCompileShader(shader); } public int createProgram() { return iOSGL.glCreateProgram(); } public int createShader(int type) { return iOSGL.glCreateShader(type); } public void deleteFramebuffers(int n, IntBuffer framebuffers) { iOSGL.glDeleteFramebuffers(n, framebuffers); } public void deleteProgram(int program) { iOSGL.glDeleteProgram(program); } public void deleteRenderbuffers(int n, IntBuffer renderbuffers) { iOSGL.glDeleteRenderbuffers( n, renderbuffers); } public void deleteShader(int shader) { iOSGL.glDeleteShader(shader); } public void detachShader(int program, int shader) { iOSGL.glDetachShader(program, shader); } public void disableVertexAttribArray(int index) { iOSGL.glDisableVertexAttribArray(index); } public void enableVertexAttribArray(int index) { iOSGL.glEnableVertexAttribArray(index); } public void framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) { iOSGL.glFramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } public void framebufferTexture2D(int target, int attachment, int textarget, int texture, int level) { iOSGL.glFramebufferTexture2D( target, attachment, textarget, texture, level); } public void generateMipmap(int target) { iOSGL.glGenerateMipmap(target); } public void genFramebuffers(int n, IntBuffer framebuffers) { iOSGL.glGenFramebuffers(n, framebuffers); } public void genRenderbuffers(int n, IntBuffer renderbuffers) { iOSGL .glGenRenderbuffers(n, renderbuffers); } public String getActiveAttrib(int program, int index, IntBuffer size, Buffer type) { return iOSGL.glGetActiveAttrib( program, index, size, type); } public String getActiveUniform(int program, int index, IntBuffer size, Buffer type) { return iOSGL.glGetActiveUniform( program, index, size, type); } public void getAttachedShaders(int program, int maxcount, Buffer count, IntBuffer shaders) { iOSGL.glGetAttachedShaders( program, maxcount, count, shaders); } public int getAttribLocation(int program, String name) { return iOSGL.glGetAttribLocation(program, name); } public void getBooleanv(int pname, Buffer params) { iOSGL.glGetBooleanv(pname, params); } public void getFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params) { iOSGL.glGetFramebufferAttachmentParameteriv( target, attachment, pname, params); } public void getProgramiv(int program, int pname, IntBuffer params) { iOSGL.glGetProgramiv(program, pname, params); } public String getProgramInfoLog(int program) { return iOSGL.glGetProgramInfoLog(program); } public void getRenderbufferParameteriv(int target, int pname, IntBuffer params) { iOSGL.glGetRenderbufferParameteriv( target, pname, params); } public void getShaderiv(int shader, int pname, IntBuffer params) { iOSGL.glGetShaderiv(shader, pname, params); } public String getShaderInfoLog(int shader) { return iOSGL.glGetShaderInfoLog(shader); } public void getShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision) { iOSGL.glGetShaderPrecisionFormat( shadertype, precisiontype, range, 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) { iOSGL.glGetUniformfv(program, location, params); } public void getUniformiv(int program, int location, IntBuffer params) { iOSGL.glGetUniformiv(program, location, params); } public int getUniformLocation(int program, String name) { return iOSGL.glGetUniformLocation(program, name); } public void getVertexAttribfv(int index, int pname, FloatBuffer params) { iOSGL.glGetVertexAttribfv(index, pname, params); } public void getVertexAttribiv(int index, int pname, IntBuffer params) { iOSGL.glGetVertexAttribiv(index, pname, params); } public void getVertexAttribPointerv(int index, int pname, Buffer pointer) { iOSGL.glGetVertexAttribPointerv( index, pname, pointer); } public boolean isFramebuffer(int framebuffer) { return iOSGL.glIsFramebuffer(framebuffer); } public boolean isProgram(int program) { return iOSGL.glIsProgram(program); } public boolean isRenderbuffer(int renderbuffer) { return iOSGL.glIsRenderbuffer(renderbuffer); } public boolean isShader(int shader) { return iOSGL.glIsShader(shader); } public void linkProgram(int program) { iOSGL.glLinkProgram(program); } public void releaseShaderCompiler() { iOSGL.glReleaseShaderCompiler(); } public void renderbufferStorage(int target, int internalformat, int width, int height) { iOSGL.glRenderbufferStorage(target, internalformat, width, height); } public void sampleCoverage(float value, boolean invert) { iOSGL.glSampleCoverage(value, invert); } public void shaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) { iOSGL.glShaderBinary( n, shaders, binaryformat, binary, length); } public void shaderSource(int shader, String string) { iOSGL.glShaderSource(shader, string); } public void stencilFuncSeparate(int face, int func, int ref, int mask) { iOSGL.glStencilFuncSeparate(face, func, ref, mask); } public void stencilMaskSeparate(int face, int mask) { iOSGL.glStencilMaskSeparate(face, mask); } public void stencilOpSeparate(int face, int fail, int zfail, int zpass) { iOSGL.glStencilOpSeparate(face, fail, zfail, zpass); } public void uniform1f(int location, float x) { iOSGL.glUniform1f(location, x); } public void uniform1fv(int location, int count, FloatBuffer v) { iOSGL.glUniform1fv(location, count, v); } public void uniform1i(int location, int x) { iOSGL.glUniform1i(location, x); } public void uniform1iv(int location, int count, IntBuffer v) { iOSGL.glUniform1iv(location, count, v); } public void uniform2f(int location, float x, float y) { iOSGL.glUniform2f(location, x, y); } public void uniform2fv(int location, int count, FloatBuffer v) { iOSGL.glUniform2fv(location, count, v); } public void uniform2i(int location, int x, int y) { iOSGL.glUniform2i(location, x, y); } public void uniform2iv(int location, int count, IntBuffer v) { iOSGL.glUniform2iv(location, count, v); } public void uniform3f(int location, float x, float y, float z) { iOSGL.glUniform3f(location, x, y, z); } public void uniform3fv(int location, int count, FloatBuffer v) { iOSGL.glUniform3fv(location, count, v); } public void uniform3i(int location, int x, int y, int z) { iOSGL.glUniform3i(location, x, y, z); } public void uniform3iv(int location, int count, IntBuffer v) { iOSGL.glUniform3iv(location, count, v); } public void uniform4f(int location, float x, float y, float z, float w) { iOSGL.glUniform4f(location, x, y, z, w); } public void uniform4fv(int location, int count, FloatBuffer v) { iOSGL.glUniform4fv(location, count, v); } public void uniform4i(int location, int x, int y, int z, int w) { iOSGL.glUniform4i(location, x, y, z, w); } public void uniform4iv(int location, int count, IntBuffer v) { iOSGL.glUniform4iv(location, count, v); } public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value) { iOSGL.glUniformMatrix2fv( location, count, transpose, value); } public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value) { iOSGL.glUniformMatrix3fv( location, count, transpose, value); } public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value) { iOSGL.glUniformMatrix4fv( location, count, transpose, value); } public void useProgram(int program) { iOSGL.glUseProgram(program); } public void validateProgram(int program) { iOSGL.glValidateProgram(program); } public void vertexAttrib1f(int indx, float x) { iOSGL.glVertexAttrib1f(indx, x); } public void vertexAttrib1fv(int indx, FloatBuffer values) { iOSGL.glVertexAttrib1fv(indx, values); } public void vertexAttrib2f(int indx, float x, float y) { iOSGL.glVertexAttrib2f(indx, x, y); } public void vertexAttrib2fv(int indx, FloatBuffer values) { iOSGL.glVertexAttrib2fv(indx, values); } public void vertexAttrib3f(int indx, float x, float y, float z) { iOSGL.glVertexAttrib3f(indx, x, y, z); } public void vertexAttrib3fv(int indx, FloatBuffer values) { iOSGL.glVertexAttrib3fv(indx, values); } public void vertexAttrib4f(int indx, float x, float y, float z, float w) { iOSGL.glVertexAttrib4f(indx, x, y, z, w); } public void vertexAttrib4fv(int indx, FloatBuffer values) { iOSGL.glVertexAttrib4fv(indx, values); } public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer ptr) { iOSGL.glVertexAttribPointer( indx, size, type, normalized, stride, ptr); } public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, int ptr) { iOSGL.glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } }