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OpenGL vector map library written in Java - running on Android, iOS, Desktop and within the browser.
/*
* 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);
}
}