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The WorldWind Kotlin SDK (WWK) includes the library, examples and tutorials for building multiplatform 3D virtual globe applications for Android, Web and Java.
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package earth.worldwind.util.kgl
import com.jogamp.opengl.GL3ES3
import java.nio.ByteBuffer
import java.nio.FloatBuffer
import java.nio.IntBuffer
import java.nio.ShortBuffer
class JoglKgl(private val gl: GL3ES3) : Kgl {
private val arrI = IntArray(16)
private val arrF = FloatArray(16)
override val hasMaliOOMBug = false
override fun getParameteri(pname: Int): Int {
gl.glGetIntegerv(pname, arrI, 0)
return arrI[0]
}
override fun getParameterf(pname: Int): Float {
gl.glGetFloatv(pname, arrF, 0)
return arrF[0]
}
override fun getParameteriv(pname: Int): IntArray {
gl.glGetIntegerv(pname, arrI, 0)
return arrI
}
override fun getParameterfv(pname: Int): FloatArray {
gl.glGetFloatv(pname, arrF, 0)
return arrF
}
override fun createShader(type: Int) = KglShader(gl.glCreateShader(type))
override fun shaderSource(shader: KglShader, source: String) {
arrI[0] = source.length
gl.glShaderSource(shader.id, 1, arrayOf(source), IntBuffer.wrap(arrI))
}
override fun compileShader(shader: KglShader) = gl.glCompileShader(shader.id)
override fun deleteShader(shader: KglShader) = gl.glDeleteShader(shader.id)
override fun getShaderParameteri(shader: KglShader, pname: Int): Int {
gl.glGetShaderiv(shader.id, pname, arrI, 0)
return arrI[0]
}
override fun getProgramInfoLog(program: KglProgram): String {
val bufSize = 1024
val buffer = ByteArray(bufSize)
gl.glGetProgramInfoLog(program.id, bufSize, arrI, 0, buffer, 0)
return buffer.decodeToString(0, arrI[0])
}
override fun getShaderInfoLog(shader: KglShader): String {
val bufSize = 1024
val buffer = ByteArray(bufSize)
gl.glGetShaderInfoLog(shader.id, bufSize, arrI, 0, buffer, 0)
return buffer.decodeToString(0, arrI[0])
}
override fun createProgram() = KglProgram(gl.glCreateProgram())
override fun deleteProgram(program: KglProgram) = gl.glDeleteShader(program.id)
override fun attachShader(program: KglProgram, shader: KglShader) = gl.glAttachShader(program.id, shader.id)
override fun linkProgram(program: KglProgram) = gl.glLinkProgram(program.id)
override fun useProgram(program: KglProgram) = gl.glUseProgram(program.id)
override fun getProgramParameteri(program: KglProgram, pname: Int): Int {
gl.glGetProgramiv(program.id, pname, arrI, 0)
return arrI[0]
}
override fun getUniformLocation(program: KglProgram, name: String) =
KglUniformLocation(gl.glGetUniformLocation(program.id, name))
override fun bindAttribLocation(program: KglProgram, index: Int, name: String) =
gl.glBindAttribLocation(program.id, index, name)
override fun createBuffer(): KglBuffer {
gl.glGenBuffers(1, arrI, 0)
return KglBuffer(arrI[0])
}
override fun bindBuffer(target: Int, buffer: KglBuffer) = gl.glBindBuffer(target, buffer.id)
override fun bufferData(target: Int, size: Int, sourceData: ShortArray?, usage: Int, offset: Int) =
gl.glBufferData(target, size.toLong(), sourceData?.let { ShortBuffer.wrap(it, offset, sourceData.size - offset) }, usage)
override fun bufferData(target: Int, size: Int, sourceData: IntArray?, usage: Int, offset: Int) =
gl.glBufferData(target, size.toLong(), sourceData?.let { IntBuffer.wrap(it, offset, sourceData.size - offset) }, usage)
override fun bufferData(target: Int, size: Int, sourceData: FloatArray?, usage: Int, offset: Int) =
gl.glBufferData(target, size.toLong(), sourceData?.let { FloatBuffer.wrap(it, offset, sourceData.size - offset) }, usage)
override fun bufferSubData(target: Int, offset: Int, size: Int, sourceData: ShortArray) =
gl.glBufferSubData(target, offset.toLong(), size.toLong(), ShortBuffer.wrap(sourceData, 0, size / 2))
override fun bufferSubData(target: Int, offset: Int, size: Int, sourceData: IntArray) =
gl.glBufferSubData(target, offset.toLong(), size.toLong(), IntBuffer.wrap(sourceData, 0, size / 4))
override fun bufferSubData(target: Int, offset: Int, size: Int, sourceData: FloatArray) =
gl.glBufferSubData(target, offset.toLong(), size.toLong(), FloatBuffer.wrap(sourceData, 0, size / 4))
override fun deleteBuffer(buffer: KglBuffer) {
arrI[0] = buffer.id
gl.glDeleteBuffers(1, arrI, 0)
}
override fun vertexAttribPointer(
location: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int
) = gl.glVertexAttribPointer(location, size, type, normalized, stride, offset.toLong())
override fun enableVertexAttribArray(location: Int) = gl.glEnableVertexAttribArray(location)
override fun disableVertexAttribArray(location: Int) = gl.glDisableVertexAttribArray(location)
override fun enable(cap: Int) = gl.glEnable(cap)
override fun disable(cap: Int) = gl.glDisable(cap)
override fun uniform1f(location: KglUniformLocation, f: Float) = gl.glUniform1f(location.id, f)
override fun uniform1fv(location: KglUniformLocation, count: Int, value: FloatArray, offset: Int) = gl.glUniform1fv(location.id, count, value, offset)
override fun uniform1i(location: KglUniformLocation, i: Int) = gl.glUniform1i(location.id, i)
override fun uniform2f(location: KglUniformLocation, x: Float, y: Float) = gl.glUniform2f(location.id, x, y)
override fun uniform2fv(location: KglUniformLocation, count: Int, value: FloatArray, offset: Int) = gl.glUniform2fv(location.id, count, value, offset)
override fun uniform2i(location: KglUniformLocation, x: Int, y: Int) = gl.glUniform2i(location.id, x, y)
override fun uniform3f(location: KglUniformLocation, x: Float, y: Float, z: Float) = gl.glUniform3f(location.id, x, y, z)
override fun uniform3fv(location: KglUniformLocation, count: Int, value: FloatArray, offset: Int) = gl.glUniform3fv(location.id, count, value, offset)
override fun uniform3i(location: KglUniformLocation, x: Int, y: Int, z: Int) = gl.glUniform3i(location.id, x, y, z)
override fun uniform4f(location: KglUniformLocation, x: Float, y: Float, z: Float, w: Float) = gl.glUniform4f(location.id, x, y, z, w)
override fun uniform4fv(location: KglUniformLocation, count: Int, value: FloatArray, offset: Int) = gl.glUniform4fv(location.id, count, value, offset)
override fun uniform4i(location: KglUniformLocation, x: Int, y: Int, z: Int, w: Int) = gl.glUniform4i(location.id, x, y, z, w)
override fun uniformMatrix3fv(location: KglUniformLocation, count: Int, transpose: Boolean, value: FloatArray, offset: Int) =
gl.glUniformMatrix3fv(location.id, count, transpose, value, offset)
override fun uniformMatrix4fv(location: KglUniformLocation, count: Int, transpose: Boolean, value: FloatArray, offset: Int) =
gl.glUniformMatrix4fv(location.id, count, transpose, value, offset)
override fun lineWidth(width: Float) = gl.glLineWidth(width)
override fun polygonOffset(factor: Float, units: Float) = gl.glPolygonOffset(factor, units)
override fun cullFace(mode: Int) = gl.glCullFace(mode)
override fun frontFace(mode: Int) = gl.glFrontFace(mode)
override fun depthFunc(func: Int) = gl.glDepthFunc(func)
override fun depthMask(mask: Boolean) = gl.glDepthMask(mask)
override fun blendFunc(sFactor: Int, dFactor: Int) = gl.glBlendFunc(sFactor, dFactor)
override fun colorMask(r: Boolean, g: Boolean, b: Boolean, a: Boolean) = gl.glColorMask(r, g, b, a)
override fun viewport(x: Int, y: Int, width: Int, height: Int) = gl.glViewport(x, y, width, height)
override fun clear(mask: Int) = gl.glClear(mask)
override fun clearColor(r: Float, g: Float, b: Float, a: Float) = gl.glClearColor(r, g, b, a)
override fun createTexture(): KglTexture {
gl.glGenTextures(1, arrI, 0)
return KglTexture(arrI[0])
}
override fun deleteTexture(texture: KglTexture) {
arrI[0] = texture.id
gl.glDeleteTextures(1, arrI, 0)
}
override fun texImage2D(
target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, buffer: ByteArray?
) = gl.glTexImage2D(target, level, internalFormat, width, height, border, format, type, buffer?.let { ByteBuffer.wrap(it) })
override fun activeTexture(texture: Int) = gl.glActiveTexture(texture)
override fun bindTexture(target: Int, texture: KglTexture) = gl.glBindTexture(target, texture.id)
override fun generateMipmap(target: Int) = gl.glGenerateMipmap(target)
override fun texParameteri(target: Int, pname: Int, value: Int) = gl.glTexParameteri(target, pname, value)
override fun drawArrays(mode: Int, first: Int, count: Int) = gl.glDrawArrays(mode, first, count)
override fun drawElements(mode: Int, count: Int, type: Int, offset: Int) = gl.glDrawElements(mode, count, type, offset.toLong())
override fun getError() = gl.glGetError()
override fun finish() = gl.glFinish()
override fun bindFramebuffer(target: Int, framebuffer: KglFramebuffer) = gl.glBindFramebuffer(target, framebuffer.id)
override fun createFramebuffer(): KglFramebuffer {
gl.glGenFramebuffers(1, arrI, 0)
return KglFramebuffer(arrI[0])
}
override fun deleteFramebuffer(framebuffer: KglFramebuffer) {
arrI[0] = framebuffer.id
gl.glDeleteFramebuffers(1, arrI, 0)
}
override fun checkFramebufferStatus(target: Int) = gl.glCheckFramebufferStatus(target)
override fun framebufferTexture2D(target: Int, attachment: Int, textarget: Int, texture: KglTexture, level: Int) =
gl.glFramebufferTexture2D(target, attachment, textarget, texture.id, level)
override fun readPixels(
x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, buffer: ByteArray
) = gl.glReadPixels(x, y, width, height, format, type, ByteBuffer.wrap(buffer))
override fun pixelStorei(pname: Int, param: Int) = gl.glPixelStorei(pname, param)
}
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