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OpenGL vector map library written in Java - running on Android, iOS, Desktop and within the browser.

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/*
 * Copyright 2014 Hannes Janetzek
 * Copyright 2019 Gustl22
 *
 * This file is part of the OpenScienceMap project (http://www.opensciencemap.org).
 *
 * 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 .
 */
/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 

* Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at *

* http://www.apache.org/licenses/LICENSE-2.0 *

* Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package org.oscim.gdx.client; import com.badlogic.gdx.backends.gwt.GwtGL20; import com.badlogic.gdx.graphics.Pixmap; import com.google.gwt.typedarrays.client.Uint8ArrayNative; import com.google.gwt.webgl.client.WebGLRenderingContext; import org.oscim.backend.GL; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; public class GdxGL extends GwtGL20 implements GL { protected final WebGLRenderingContext gl; public GdxGL(WebGLRenderingContext gl) { super(gl); gl.pixelStorei(WebGLRenderingContext.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1); this.gl = gl; } @Override public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, Buffer pixels) { /*glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);*/ if (pixels == null) { gl.texImage2D(target, level, internalformat, width, height, border, format, type, null); return; } Pixmap pixmap = Pixmap.pixmaps.get(((IntBuffer) pixels).get(0)); if (pixmap != null) { gl.texImage2D(target, level, internalformat, format, type, pixmap.getCanvasElement()); } else if (format == GL.ALPHA) { int tmp[] = new int[(width * height) >> 2]; ((IntBuffer) pixels).get(tmp); Uint8ArrayNative v = com.google.gwt.typedarrays.client.Uint8ArrayNative.create(width * height); for (int i = 0, n = (width * height) >> 2; i < n; i++) { v.set(i * 4 + 3, (tmp[i] >> 24) & 0xff); v.set(i * 4 + 2, (tmp[i] >> 16) & 0xff); v.set(i * 4 + 1, (tmp[i] >> 8) & 0xff); v.set(i * 4 + 0, (tmp[i]) & 0xff); } gl.texImage2D(target, level, internalformat, width, height, 0, format, type, v); } } @Override public void activeTexture(int texture) { glActiveTexture(texture); } @Override public void bindTexture(int target, int texture) { glBindTexture(target, texture); } @Override public void blendFunc(int sfactor, int dfactor) { glBlendFunc(sfactor, dfactor); } @Override public void clear(int mask) { glClear(mask); } @Override public void clearColor(float red, float green, float blue, float alpha) { glClearColor(red, green, blue, alpha); } @Override public void clearDepthf(float depth) { glClearDepthf(depth); } @Override public void clearStencil(int s) { glClearStencil(s); } @Override public void colorMask(boolean red, boolean green, boolean blue, boolean alpha) { glColorMask(red, green, blue, alpha); } @Override public void compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data) { glCompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data); } @Override public void compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data) { glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } @Override public void copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) { glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); } @Override public void copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } @Override public void cullFace(int mode) { glCullFace(mode); } @Override public void deleteTextures(int n, IntBuffer textures) { glDeleteTextures(n, textures); } @Override public void deleteTexture(int texture) { glDeleteTexture(texture); } @Override public void depthFunc(int func) { glDepthFunc(func); } @Override public void depthMask(boolean flag) { glDepthMask(flag); } @Override public void depthRangef(float zNear, float zFar) { glDepthRangef(zNear, zFar); } @Override public void disable(int cap) { glDisable(cap); } @Override public void drawArrays(int mode, int first, int count) { glDrawArrays(mode, first, count); } @Override public void drawElements(int mode, int count, int type, Buffer indices) { glDrawElements(mode, count, type, indices); } @Override public void enable(int cap) { glEnable(cap); } @Override public void finish() { glFinish(); } @Override public void flush() { glFlush(); } @Override public void frontFace(int mode) { glFrontFace(mode); } @Override public void genTextures(int n, IntBuffer textures) { glGenTextures(n, textures); } @Override public int genTexture() { return glGenTexture(); } @Override public int getError() { return glGetError(); } @Override public void getIntegerv(int pname, IntBuffer params) { glGetIntegerv(pname, params); } @Override public String getString(int name) { return glGetString(name); } @Override public void hint(int target, int mode) { glHint(target, mode); } @Override public void lineWidth(float width) { glLineWidth(width); } @Override public void pixelStorei(int pname, int param) { glPixelStorei(pname, param); } @Override public void polygonOffset(float factor, float units) { glPolygonOffset(factor, units); } @Override public void readPixels(int x, int y, int width, int height, int format, int type, Buffer pixels) { glReadPixels(x, y, width, height, format, type, pixels); } @Override public void scissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } @Override public void stencilFunc(int func, int ref, int mask) { glStencilFunc(func, ref, mask); } @Override public void stencilMask(int mask) { glStencilMask(mask); } @Override public void stencilOp(int fail, int zfail, int zpass) { glStencilOp(fail, zfail, zpass); } @Override public void texImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, Buffer pixels) { glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels); } @Override public void texParameterf(int target, int pname, float param) { glTexParameterf(target, pname, param); } @Override public void texSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Buffer pixels) { glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } @Override public void viewport(int x, int y, int width, int height) { glViewport(x, y, width, height); } @Override public void getFloatv(int pname, FloatBuffer params) { glGetFloatv(pname, params); } @Override public void getTexParameterfv(int target, int pname, FloatBuffer params) { glGetTexParameterfv(target, pname, params); } @Override public void texParameterfv(int target, int pname, FloatBuffer params) { glTexParameterfv(target, pname, params); } @Override public void bindBuffer(int target, int buffer) { glBindBuffer(target, buffer); } @Override public void bufferData(int target, int size, Buffer data, int usage) { glBufferData(target, size, data, usage); } @Override public void bufferSubData(int target, int offset, int size, Buffer data) { glBufferSubData(target, offset, size, data); } @Override public void deleteBuffers(int n, IntBuffer buffers) { glDeleteBuffers(n, buffers); } @Override public void deleteFramebuffer(int framebuffer) { glDeleteFramebuffer(framebuffer); } @Override public void getBufferParameteriv(int target, int pname, IntBuffer params) { glGetBufferParameteriv(target, pname, params); } @Override public void genBuffers(int n, IntBuffer buffers) { glGenBuffers(n, buffers); } @Override public void getTexParameteriv(int target, int pname, IntBuffer params) { glGetTexParameteriv(target, pname, params); } @Override public boolean isBuffer(int buffer) { return glIsBuffer(buffer); } @Override public boolean isEnabled(int cap) { return glIsEnabled(cap); } @Override public boolean isTexture(int texture) { return glIsTexture(texture); } @Override public void texParameteri(int target, int pname, int param) { glTexParameteri(target, pname, param); } @Override public void texParameteriv(int target, int pname, IntBuffer params) { glTexParameteriv(target, pname, params); } @Override public void drawElements(int mode, int count, int type, int indices) { glDrawElements(mode, count, type, indices); } @Override public void attachShader(int program, int shader) { glAttachShader(program, shader); } @Override public void bindAttribLocation(int program, int index, String name) { glBindAttribLocation(program, index, name); } @Override public void bindFramebuffer(int target, int framebuffer) { glBindFramebuffer(target, framebuffer); } @Override public void bindRenderbuffer(int target, int renderbuffer) { glBindRenderbuffer(target, renderbuffer); } @Override public void blendColor(float red, float green, float blue, float alpha) { glBlendColor(red, green, blue, alpha); } @Override public void blendEquation(int mode) { glBlendEquation(mode); } @Override public void blendEquationSeparate(int modeRGB, int modeAlpha) { glBlendEquationSeparate(modeRGB, modeAlpha); } @Override public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) { glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } @Override public int checkFramebufferStatus(int target) { return glCheckFramebufferStatus(target); } @Override public void compileShader(int shader) { glCompileShader(shader); } @Override public int createProgram() { return glCreateProgram(); } @Override public int createShader(int type) { return glCreateShader(type); } @Override public void deleteBuffer(int buffer) { glDeleteBuffer(buffer); } @Override public void deleteFramebuffers(int n, IntBuffer framebuffers) { glDeleteFramebuffers(n, framebuffers); } @Override public void deleteProgram(int program) { glDeleteProgram(program); } @Override public void deleteRenderbuffer(int renderbuffer) { glDeleteRenderbuffer(renderbuffer); } @Override public void deleteRenderbuffers(int n, IntBuffer renderbuffers) { glDeleteRenderbuffers(n, renderbuffers); } @Override public void deleteShader(int shader) { glDeleteShader(shader); } @Override public void detachShader(int program, int shader) { glDetachShader(program, shader); } @Override public void disableVertexAttribArray(int index) { glDisableVertexAttribArray(index); } @Override public void enableVertexAttribArray(int index) { glEnableVertexAttribArray(index); } @Override public void framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) { glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } @Override public void framebufferTexture2D(int target, int attachment, int textarget, int texture, int level) { glFramebufferTexture2D(target, attachment, textarget, texture, level); } @Override public int genBuffer() { return glGenBuffer(); } @Override public void generateMipmap(int target) { glGenerateMipmap(target); } @Override public int genFramebuffer() { return glGenFramebuffer(); } @Override public void genFramebuffers(int n, IntBuffer framebuffers) { glGenFramebuffers(n, framebuffers); } @Override public int genRenderbuffer() { return glGenRenderbuffer(); } @Override public void genRenderbuffers(int n, IntBuffer renderbuffers) { glGenRenderbuffers(n, renderbuffers); } @Override public String getActiveAttrib(int program, int index, IntBuffer size, Buffer type) { return glGetActiveAttrib(program, index, size, type); } @Override public String getActiveUniform(int program, int index, IntBuffer size, Buffer type) { return glGetActiveUniform(program, index, size, type); } @Override public void getAttachedShaders(int program, int maxcount, Buffer count, IntBuffer shaders) { glGetAttachedShaders(program, maxcount, count, shaders); } @Override public int getAttribLocation(int program, String name) { return glGetAttribLocation(program, name); } @Override public void getBooleanv(int pname, Buffer params) { glGetBooleanv(pname, params); } @Override public void getFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params) { glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); } @Override public void getProgramiv(int program, int pname, IntBuffer params) { glGetProgramiv(program, pname, params); } @Override public String getProgramInfoLog(int program) { return glGetProgramInfoLog(program); } @Override public void getRenderbufferParameteriv(int target, int pname, IntBuffer params) { glGetRenderbufferParameteriv(target, pname, params); } @Override public void getShaderiv(int shader, int pname, IntBuffer params) { glGetShaderiv(shader, pname, params); } @Override public String getShaderInfoLog(int shader) { return glGetShaderInfoLog(shader); } @Override public void getShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision) { glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } @Override public void getUniformfv(int program, int location, FloatBuffer params) { glGetUniformfv(program, location, params); } @Override public void getUniformiv(int program, int location, IntBuffer params) { glGetUniformiv(program, location, params); } @Override public int getUniformLocation(int program, String name) { return glGetUniformLocation(program, name); } @Override public void getVertexAttribfv(int index, int pname, FloatBuffer params) { glGetVertexAttribfv(index, pname, params); } @Override public void getVertexAttribiv(int index, int pname, IntBuffer params) { glGetVertexAttribiv(index, pname, params); } @Override public void getVertexAttribPointerv(int index, int pname, Buffer pointer) { glGetVertexAttribPointerv(index, pname, pointer); } @Override public boolean isFramebuffer(int framebuffer) { return glIsFramebuffer(framebuffer); } @Override public boolean isProgram(int program) { return glIsProgram(program); } @Override public boolean isRenderbuffer(int renderbuffer) { return glIsRenderbuffer(renderbuffer); } @Override public boolean isShader(int shader) { return glIsShader(shader); } @Override public void linkProgram(int program) { glLinkProgram(program); } @Override public void releaseShaderCompiler() { glReleaseShaderCompiler(); } @Override public void renderbufferStorage(int target, int internalformat, int width, int height) { glRenderbufferStorage(target, internalformat, width, height); } @Override public void sampleCoverage(float value, boolean invert) { glSampleCoverage(value, invert); } @Override public void shaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) { glShaderBinary(n, shaders, binaryformat, binary, length); } @Override public void shaderSource(int shader, String string) { glShaderSource(shader, string); } @Override public void stencilFuncSeparate(int face, int func, int ref, int mask) { glStencilFuncSeparate(face, func, ref, mask); } @Override public void stencilMaskSeparate(int face, int mask) { glStencilMaskSeparate(face, mask); } @Override public void stencilOpSeparate(int face, int fail, int zfail, int zpass) { glStencilOpSeparate(face, fail, zfail, zpass); } @Override public void uniform1f(int location, float x) { glUniform1f(location, x); } @Override public void uniform1fv(int location, int count, FloatBuffer v) { glUniform1fv(location, count, v); } @Override public void uniform1fv(int location, int count, float[] v, int offset) { glUniform1fv(location, count, v, offset); } @Override public void uniform1i(int location, int x) { glUniform1i(location, x); } @Override public void uniform1iv(int location, int count, IntBuffer v) { glUniform1iv(location, count, v); } @Override public void uniform1iv(int location, int count, int[] v, int offset) { glUniform1iv(location, count, v, offset); } @Override public void uniform2f(int location, float x, float y) { glUniform2f(location, x, y); } @Override public void uniform2fv(int location, int count, FloatBuffer v) { glUniform2fv(location, count, v); } @Override public void uniform2fv(int location, int count, float[] v, int offset) { glUniform2fv(location, count, v, offset); } @Override public void uniform2i(int location, int x, int y) { glUniform2i(location, x, y); } @Override public void uniform2iv(int location, int count, IntBuffer v) { glUniform2iv(location, count, v); } @Override public void uniform2iv(int location, int count, int[] v, int offset) { glUniform2iv(location, count, v, offset); } @Override public void uniform3f(int location, float x, float y, float z) { glUniform3f(location, x, y, z); } @Override public void uniform3fv(int location, int count, FloatBuffer v) { glUniform3fv(location, count, v); } @Override public void uniform3fv(int location, int count, float[] v, int offset) { glUniform3fv(location, count, v, offset); } @Override public void uniform3i(int location, int x, int y, int z) { glUniform3i(location, x, y, z); } @Override public void uniform3iv(int location, int count, IntBuffer v) { glUniform3iv(location, count, v); } @Override public void uniform3iv(int location, int count, int[] v, int offset) { glUniform3iv(location, count, v, offset); } @Override public void uniform4f(int location, float x, float y, float z, float w) { glUniform4f(location, x, y, z, w); } @Override public void uniform4fv(int location, int count, FloatBuffer v) { glUniform4fv(location, count, v); } @Override public void uniform4fv(int location, int count, float[] v, int offset) { glUniform4fv(location, count, v, offset); } @Override public void uniform4i(int location, int x, int y, int z, int w) { glUniform4i(location, x, y, z, w); } @Override public void uniform4iv(int location, int count, IntBuffer v) { glUniform4iv(location, count, v); } @Override public void uniform4iv(int location, int count, int[] v, int offset) { glUniform4iv(location, count, v, offset); } @Override public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value) { glUniformMatrix2fv(location, count, transpose, value); } @Override public void uniformMatrix2fv(int location, int count, boolean transpose, float[] value, int offset) { glUniformMatrix2fv(location, count, transpose, value, offset); } @Override public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value) { glUniformMatrix3fv(location, count, transpose, value); } @Override public void uniformMatrix3fv(int location, int count, boolean transpose, float[] value, int offset) { glUniformMatrix3fv(location, count, transpose, value, offset); } @Override public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value) { glUniformMatrix4fv(location, count, transpose, value); } @Override public void uniformMatrix4fv(int location, int count, boolean transpose, float[] value, int offset) { glUniformMatrix4fv(location, count, transpose, value, offset); } @Override public void useProgram(int program) { glUseProgram(program); } @Override public void validateProgram(int program) { glValidateProgram(program); } @Override public void vertexAttrib1f(int indx, float x) { glVertexAttrib1f(indx, x); } @Override public void vertexAttrib1fv(int indx, FloatBuffer values) { glVertexAttrib1fv(indx, values); } @Override public void vertexAttrib2f(int indx, float x, float y) { glVertexAttrib2f(indx, x, y); } @Override public void vertexAttrib2fv(int indx, FloatBuffer values) { glVertexAttrib2fv(indx, values); } @Override public void vertexAttrib3f(int indx, float x, float y, float z) { glVertexAttrib3f(indx, x, y, z); } @Override public void vertexAttrib3fv(int indx, FloatBuffer values) { glVertexAttrib3fv(indx, values); } @Override public void vertexAttrib4f(int indx, float x, float y, float z, float w) { glVertexAttrib4f(indx, x, y, z, w); } @Override public void vertexAttrib4fv(int indx, FloatBuffer values) { glVertexAttrib4fv(indx, values); } @Override public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer ptr) { glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } @Override public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, int ptr) { glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } }





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