processing.opengl.PJOGL Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of core Show documentation
Show all versions of core Show documentation
Processing is a programming language, development environment, and online community.
This core package contains the core : PApplet, Graphics. Without the IDE and libraries.
/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
Part of the Processing project - http://processing.org
Copyright (c) 2012-15 The Processing Foundation
Copyright (c) 2004-12 Ben Fry and Casey Reas
Copyright (c) 2001-04 Massachusetts Institute of Technology
This library 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, version 2.1.
This library 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 library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
package processing.opengl;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Shape;
import java.awt.Toolkit;
import java.awt.font.FontRenderContext;
import java.awt.font.GlyphVector;
import java.awt.geom.PathIterator;
import java.io.IOException;
import java.net.URL;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import com.jogamp.common.util.VersionNumber;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GL2ES3;
import com.jogamp.opengl.GL2GL3;
import com.jogamp.opengl.GL3ES3;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLCapabilitiesImmutable;
import com.jogamp.opengl.GLContext;
import com.jogamp.opengl.GLDrawable;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.glu.GLUtessellator;
import com.jogamp.opengl.glu.GLUtessellatorCallbackAdapter;
import processing.core.PApplet;
import processing.core.PGraphics;
import processing.core.PMatrix3D;
import processing.core.PSurface;
public class PJOGL extends PGL {
// OpenGL profile to use (2, 3 or 4)
public static int profile = 2;
// User-provided icons to override defaults
protected static String[] icons = null;
// The two windowing toolkits available to use in JOGL:
public static final int AWT = 0; // http://jogamp.org/wiki/index.php/Using_JOGL_in_AWT_SWT_and_Swing
public static final int NEWT = 1; // http://jogamp.org/jogl/doc/NEWT-Overview.html
// ........................................................
// Public members to access the underlying GL objects and context
/** Basic GL functionality, common to all profiles */
public GL gl;
/** GLU interface **/
public GLU glu;
/** The rendering context (holds rendering state info) */
public GLContext context;
// ........................................................
// Additional parameters
/** Time that the Processing's animation thread will wait for JOGL's rendering
* thread to be done with a single frame.
*/
protected static int DRAW_TIMEOUT_MILLIS = 500;
// ........................................................
// Protected JOGL-specific objects needed to access the GL profiles
/** The capabilities of the OpenGL rendering surface */
protected GLCapabilitiesImmutable capabilities;
/** The rendering surface */
protected GLDrawable drawable;
/** GLES2 functionality (shaders, etc) */
protected GL2ES2 gl2;
/** GL3 interface */
protected GL2GL3 gl3;
/** GL2 desktop functionality (blit framebuffer, map buffer range,
* multisampled renderbuffers) */
protected GL2 gl2x;
/** GL3ES3 interface */
protected GL3ES3 gl3es3;
/** Stores exceptions that ocurred during drawing */
protected Exception drawException;
// ........................................................
// Utility arrays to copy projection/modelview matrices to GL
protected float[] projMatrix;
protected float[] mvMatrix;
// ........................................................
// Static initialization for some parameters that need to be different for
// JOGL
static {
MIN_DIRECT_BUFFER_SIZE = 2;
INDEX_TYPE = GL.GL_UNSIGNED_SHORT;
}
///////////////////////////////////////////////////////////////
// Initialization, finalization
public PJOGL(PGraphicsOpenGL pg) {
super(pg);
glu = new GLU();
}
@Override
public Object getNative() {
return sketch.getSurface().getNative();
}
@Override
protected void setFrameRate(float fps) {}
@Override
protected void initSurface(int antialias) {}
@Override
protected void reinitSurface() {}
@Override
protected void registerListeners() {}
static public void setIcon(String... icons) {
PJOGL.icons = new String[icons.length];
PApplet.arrayCopy(icons, PJOGL.icons);
}
///////////////////////////////////////////////////////////////
// Public methods to get/set renderer's properties
public void setCaps(GLCapabilities caps) {
reqNumSamples = caps.getNumSamples();
capabilities = caps;
}
public GLCapabilitiesImmutable getCaps() {
return capabilities;
}
public void setFps(float fps) {
if (!setFps || targetFps != fps) {
if (60 < fps) {
// Disables v-sync
gl.setSwapInterval(0);
} else if (30 < fps) {
gl.setSwapInterval(1);
} else {
gl.setSwapInterval(2);
}
targetFps = currentFps = fps;
setFps = true;
}
}
@Override
protected int getDepthBits() {
return capabilities.getDepthBits();
}
@Override
protected int getStencilBits() {
return capabilities.getStencilBits();
}
@Override
protected float getPixelScale() {
PSurface surf = sketch.getSurface();
if (surf == null) {
return graphics.pixelDensity;
} else if (surf instanceof PSurfaceJOGL) {
return ((PSurfaceJOGL)surf).getPixelScale();
} else {
throw new RuntimeException("Renderer cannot find a JOGL surface");
}
}
@Override
protected void getGL(PGL pgl) {
PJOGL pjogl = (PJOGL)pgl;
this.drawable = pjogl.drawable;
this.context = pjogl.context;
this.glContext = pjogl.glContext;
setThread(pjogl.glThread);
this.gl = pjogl.gl;
this.gl2 = pjogl.gl2;
this.gl2x = pjogl.gl2x;
this.gl3 = pjogl.gl3;
this.gl3es3 = pjogl.gl3es3;
}
public void getGL(GLAutoDrawable glDrawable) {
context = glDrawable.getContext();
glContext = context.hashCode();
setThread(Thread.currentThread());
gl = context.getGL();
gl2 = gl.getGL2ES2();
try {
gl2x = gl.getGL2();
} catch (com.jogamp.opengl.GLException e) {
gl2x = null;
}
try {
gl3 = gl.getGL2GL3();
} catch (com.jogamp.opengl.GLException e) {
gl3 = null;
}
try {
gl3es3 = gl.getGL3ES3();
} catch (com.jogamp.opengl.GLException e) {
gl3es3 = null;
}
}
@Override
protected boolean canDraw() { return true; }
@Override
protected void requestFocus() {}
@Override
protected void requestDraw() {}
@Override
protected void swapBuffers() {
PSurfaceJOGL surf = (PSurfaceJOGL)sketch.getSurface();
surf.window.swapBuffers();
}
@Override
protected void initFBOLayer() {
if (0 < sketch.frameCount) {
if (isES()) initFBOLayerES();
else initFBOLayerGL();
}
}
private void initFBOLayerES() {
IntBuffer buf = allocateDirectIntBuffer(fboWidth * fboHeight);
if (hasReadBuffer()) readBuffer(BACK);
readPixelsImpl(0, 0, fboWidth, fboHeight, RGBA, UNSIGNED_BYTE, buf);
bindTexture(TEXTURE_2D, glColorTex.get(frontTex));
texSubImage2D(TEXTURE_2D, 0, 0, 0, fboWidth, fboHeight, RGBA, UNSIGNED_BYTE, buf);
bindTexture(TEXTURE_2D, glColorTex.get(backTex));
texSubImage2D(TEXTURE_2D, 0, 0, 0, fboWidth, fboHeight, RGBA, UNSIGNED_BYTE, buf);
bindTexture(TEXTURE_2D, 0);
bindFramebufferImpl(FRAMEBUFFER, 0);
}
private void initFBOLayerGL() {
// Copy the contents of the front and back screen buffers to the textures
// of the FBO, so they are properly initialized. Note that the front buffer
// of the default framebuffer (the screen) contains the previous frame:
// https://www.opengl.org/wiki/Default_Framebuffer
// so it is copied to the front texture of the FBO layer:
if (pclearColor || 0 < pgeomCount || !sketch.isLooping()) {
if (hasReadBuffer()) readBuffer(FRONT);
} else {
// ...except when the previous frame has not been cleared and nothing was
// rendered while looping. In this case the back buffer, which holds the
// initial state of the previous frame, still contains the most up-to-date
// screen state.
readBuffer(BACK);
}
bindFramebufferImpl(DRAW_FRAMEBUFFER, glColorFbo.get(0));
framebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0,
TEXTURE_2D, glColorTex.get(frontTex), 0);
if (hasDrawBuffer()) drawBuffer(COLOR_ATTACHMENT0);
blitFramebuffer(0, 0, fboWidth, fboHeight,
0, 0, fboWidth, fboHeight,
COLOR_BUFFER_BIT, NEAREST);
readBuffer(BACK);
bindFramebufferImpl(DRAW_FRAMEBUFFER, glColorFbo.get(0));
framebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0,
TEXTURE_2D, glColorTex.get(backTex), 0);
drawBuffer(COLOR_ATTACHMENT0);
blitFramebuffer(0, 0, fboWidth, fboHeight,
0, 0, fboWidth, fboHeight,
COLOR_BUFFER_BIT, NEAREST);
bindFramebufferImpl(FRAMEBUFFER, 0);
}
@Override
protected void beginGL() {
PMatrix3D proj = graphics.projection;
PMatrix3D mdl = graphics.modelview;
if (gl2x != null) {
if (projMatrix == null) {
projMatrix = new float[16];
}
gl2x.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
projMatrix[ 0] = proj.m00;
projMatrix[ 1] = proj.m10;
projMatrix[ 2] = proj.m20;
projMatrix[ 3] = proj.m30;
projMatrix[ 4] = proj.m01;
projMatrix[ 5] = proj.m11;
projMatrix[ 6] = proj.m21;
projMatrix[ 7] = proj.m31;
projMatrix[ 8] = proj.m02;
projMatrix[ 9] = proj.m12;
projMatrix[10] = proj.m22;
projMatrix[11] = proj.m32;
projMatrix[12] = proj.m03;
projMatrix[13] = proj.m13;
projMatrix[14] = proj.m23;
projMatrix[15] = proj.m33;
gl2x.glLoadMatrixf(projMatrix, 0);
if (mvMatrix == null) {
mvMatrix = new float[16];
}
gl2x.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
mvMatrix[ 0] = mdl.m00;
mvMatrix[ 1] = mdl.m10;
mvMatrix[ 2] = mdl.m20;
mvMatrix[ 3] = mdl.m30;
mvMatrix[ 4] = mdl.m01;
mvMatrix[ 5] = mdl.m11;
mvMatrix[ 6] = mdl.m21;
mvMatrix[ 7] = mdl.m31;
mvMatrix[ 8] = mdl.m02;
mvMatrix[ 9] = mdl.m12;
mvMatrix[10] = mdl.m22;
mvMatrix[11] = mdl.m32;
mvMatrix[12] = mdl.m03;
mvMatrix[13] = mdl.m13;
mvMatrix[14] = mdl.m23;
mvMatrix[15] = mdl.m33;
gl2x.glLoadMatrixf(mvMatrix, 0);
}
}
@Override
protected boolean hasFBOs() {
if (context.hasBasicFBOSupport()) return true;
else return super.hasFBOs();
}
@Override
protected boolean hasShaders() {
if (context.hasGLSL()) return true;
else return super.hasShaders();
}
public void init(GLAutoDrawable glDrawable) {
capabilities = glDrawable.getChosenGLCapabilities();
if (!hasFBOs()) {
throw new RuntimeException(MISSING_FBO_ERROR);
}
if (!hasShaders()) {
throw new RuntimeException(MISSING_GLSL_ERROR);
}
}
///////////////////////////////////////////////////////////
// Utility functions
@Override
protected void enableTexturing(int target) {
if (target == TEXTURE_2D) {
texturingTargets[0] = true;
} else if (target == TEXTURE_RECTANGLE) {
texturingTargets[1] = true;
}
}
@Override
protected void disableTexturing(int target) {
if (target == TEXTURE_2D) {
texturingTargets[0] = false;
} else if (target == TEXTURE_RECTANGLE) {
texturingTargets[1] = false;
}
}
/**
* Convenience method to get a legit FontMetrics object. Where possible,
* override this any renderer subclass so that you're not using what's
* returned by getDefaultToolkit() to get your metrics.
*/
@SuppressWarnings("deprecation")
private FontMetrics getFontMetrics(Font font) { // ignore
return Toolkit.getDefaultToolkit().getFontMetrics(font);
}
/**
* Convenience method to jump through some Java2D hoops and get an FRC.
*/
private FontRenderContext getFontRenderContext(Font font) { // ignore
return getFontMetrics(font).getFontRenderContext();
}
@Override
protected int getFontAscent(Object font) {
return getFontMetrics((Font) font).getAscent();
}
@Override
protected int getFontDescent(Object font) {
return getFontMetrics((Font) font).getDescent();
}
@Override
protected int getTextWidth(Object font, char[] buffer, int start, int stop) {
// maybe should use one of the newer/fancier functions for this?
int length = stop - start;
FontMetrics metrics = getFontMetrics((Font) font);
return metrics.charsWidth(buffer, start, length);
}
@Override
protected Object getDerivedFont(Object font, float size) {
return ((Font) font).deriveFont(size);
}
@Override
protected int getGLSLVersion() {
VersionNumber vn = context.getGLSLVersionNumber();
return vn.getMajor() * 100 + vn.getMinor();
}
@Override
protected String[] loadVertexShader(String filename) {
return loadVertexShader(filename, getGLSLVersion());
}
@Override
protected String[] loadFragmentShader(String filename) {
return loadFragmentShader(filename, getGLSLVersion());
}
@Override
protected String[] loadVertexShader(URL url) {
return loadVertexShader(url, getGLSLVersion());
}
@Override
protected String[] loadFragmentShader(URL url) {
return loadFragmentShader(url, getGLSLVersion());
}
@Override
protected String[] loadFragmentShader(String filename, int version) {
String[] fragSrc0 = sketch.loadStrings(filename);
return preprocessFragmentSource(fragSrc0, version);
}
@Override
protected String[] loadVertexShader(String filename, int version) {
String[] vertSrc0 = sketch.loadStrings(filename);
return preprocessVertexSource(vertSrc0, version);
}
@Override
protected String[] loadFragmentShader(URL url, int version) {
try {
String[] fragSrc0 = PApplet.loadStrings(url.openStream());
return preprocessFragmentSource(fragSrc0, version);
} catch (IOException e) {
PGraphics.showException("Cannot load fragment shader " + url.getFile());
}
return null;
}
@Override
protected String[] loadVertexShader(URL url, int version) {
try {
String[] vertSrc0 = PApplet.loadStrings(url.openStream());
return preprocessVertexSource(vertSrc0, version);
} catch (IOException e) {
PGraphics.showException("Cannot load vertex shader " + url.getFile());
}
return null;
}
///////////////////////////////////////////////////////////
// Tessellator
@Override
protected Tessellator createTessellator(TessellatorCallback callback) {
return new Tessellator(callback);
}
protected static class Tessellator implements PGL.Tessellator {
protected GLUtessellator tess;
protected TessellatorCallback callback;
protected GLUCallback gluCallback;
public Tessellator(TessellatorCallback callback) {
this.callback = callback;
tess = GLU.gluNewTess();
gluCallback = new GLUCallback();
GLU.gluTessCallback(tess, GLU.GLU_TESS_BEGIN, gluCallback);
GLU.gluTessCallback(tess, GLU.GLU_TESS_END, gluCallback);
GLU.gluTessCallback(tess, GLU.GLU_TESS_VERTEX, gluCallback);
GLU.gluTessCallback(tess, GLU.GLU_TESS_COMBINE, gluCallback);
GLU.gluTessCallback(tess, GLU.GLU_TESS_ERROR, gluCallback);
}
@Override
public void beginPolygon() {
GLU.gluTessBeginPolygon(tess, null);
}
@Override
public void endPolygon() {
GLU.gluTessEndPolygon(tess);
}
@Override
public void setWindingRule(int rule) {
GLU.gluTessProperty(tess, GLU.GLU_TESS_WINDING_RULE, rule);
}
@Override
public void beginContour() {
GLU.gluTessBeginContour(tess);
}
@Override
public void endContour() {
GLU.gluTessEndContour(tess);
}
@Override
public void addVertex(double[] v) {
GLU.gluTessVertex(tess, v, 0, v);
}
protected class GLUCallback extends GLUtessellatorCallbackAdapter {
@Override
public void begin(int type) {
callback.begin(type);
}
@Override
public void end() {
callback.end();
}
@Override
public void vertex(Object data) {
callback.vertex(data);
}
@Override
public void combine(double[] coords, Object[] data,
float[] weight, Object[] outData) {
callback.combine(coords, data, weight, outData);
}
@Override
public void error(int errnum) {
callback.error(errnum);
}
}
}
@Override
protected String tessError(int err) {
return glu.gluErrorString(err);
}
///////////////////////////////////////////////////////////
// Font outline
static {
SHAPE_TEXT_SUPPORTED = true;
SEG_MOVETO = PathIterator.SEG_MOVETO;
SEG_LINETO = PathIterator.SEG_LINETO;
SEG_QUADTO = PathIterator.SEG_QUADTO;
SEG_CUBICTO = PathIterator.SEG_CUBICTO;
SEG_CLOSE = PathIterator.SEG_CLOSE;
}
@Override
protected FontOutline createFontOutline(char ch, Object font) {
return new FontOutline(ch, (Font) font);
}
protected class FontOutline implements PGL.FontOutline {
PathIterator iter;
public FontOutline(char ch, Font font) {
char textArray[] = new char[] { ch };
FontRenderContext frc = getFontRenderContext(font);
GlyphVector gv = font.createGlyphVector(frc, textArray);
Shape shp = gv.getOutline();
iter = shp.getPathIterator(null);
}
public boolean isDone() {
return iter.isDone();
}
public int currentSegment(float coords[]) {
return iter.currentSegment(coords);
}
public void next() {
iter.next();
}
}
///////////////////////////////////////////////////////////
// Constants
static {
FALSE = GL.GL_FALSE;
TRUE = GL.GL_TRUE;
INT = GL2ES2.GL_INT;
BYTE = GL.GL_BYTE;
SHORT = GL.GL_SHORT;
FLOAT = GL.GL_FLOAT;
BOOL = GL2ES2.GL_BOOL;
UNSIGNED_INT = GL.GL_UNSIGNED_INT;
UNSIGNED_BYTE = GL.GL_UNSIGNED_BYTE;
UNSIGNED_SHORT = GL.GL_UNSIGNED_SHORT;
RGB = GL.GL_RGB;
RGBA = GL.GL_RGBA;
ALPHA = GL.GL_ALPHA;
LUMINANCE = GL.GL_LUMINANCE;
LUMINANCE_ALPHA = GL.GL_LUMINANCE_ALPHA;
UNSIGNED_SHORT_5_6_5 = GL.GL_UNSIGNED_SHORT_5_6_5;
UNSIGNED_SHORT_4_4_4_4 = GL.GL_UNSIGNED_SHORT_4_4_4_4;
UNSIGNED_SHORT_5_5_5_1 = GL.GL_UNSIGNED_SHORT_5_5_5_1;
RGBA4 = GL.GL_RGBA4;
RGB5_A1 = GL.GL_RGB5_A1;
RGB565 = GL.GL_RGB565;
RGB8 = GL.GL_RGB8;
RGBA8 = GL.GL_RGBA8;
ALPHA8 = GL.GL_ALPHA8;
READ_ONLY = GL2ES3.GL_READ_ONLY;
WRITE_ONLY = GL.GL_WRITE_ONLY;
READ_WRITE = GL2ES3.GL_READ_WRITE;
TESS_WINDING_NONZERO = GLU.GLU_TESS_WINDING_NONZERO;
TESS_WINDING_ODD = GLU.GLU_TESS_WINDING_ODD;
GENERATE_MIPMAP_HINT = GL.GL_GENERATE_MIPMAP_HINT;
FASTEST = GL.GL_FASTEST;
NICEST = GL.GL_NICEST;
DONT_CARE = GL.GL_DONT_CARE;
VENDOR = GL.GL_VENDOR;
RENDERER = GL.GL_RENDERER;
VERSION = GL.GL_VERSION;
EXTENSIONS = GL.GL_EXTENSIONS;
SHADING_LANGUAGE_VERSION = GL2ES2.GL_SHADING_LANGUAGE_VERSION;
MAX_SAMPLES = GL.GL_MAX_SAMPLES;
SAMPLES = GL.GL_SAMPLES;
ALIASED_LINE_WIDTH_RANGE = GL.GL_ALIASED_LINE_WIDTH_RANGE;
ALIASED_POINT_SIZE_RANGE = GL.GL_ALIASED_POINT_SIZE_RANGE;
DEPTH_BITS = GL.GL_DEPTH_BITS;
STENCIL_BITS = GL.GL_STENCIL_BITS;
CCW = GL.GL_CCW;
CW = GL.GL_CW;
VIEWPORT = GL.GL_VIEWPORT;
ARRAY_BUFFER = GL.GL_ARRAY_BUFFER;
ELEMENT_ARRAY_BUFFER = GL.GL_ELEMENT_ARRAY_BUFFER;
PIXEL_PACK_BUFFER = GL2ES3.GL_PIXEL_PACK_BUFFER;
MAX_VERTEX_ATTRIBS = GL2ES2.GL_MAX_VERTEX_ATTRIBS;
STATIC_DRAW = GL.GL_STATIC_DRAW;
DYNAMIC_DRAW = GL.GL_DYNAMIC_DRAW;
STREAM_DRAW = GL2ES2.GL_STREAM_DRAW;
STREAM_READ = GL2ES3.GL_STREAM_READ;
BUFFER_SIZE = GL.GL_BUFFER_SIZE;
BUFFER_USAGE = GL.GL_BUFFER_USAGE;
POINTS = GL.GL_POINTS;
LINE_STRIP = GL.GL_LINE_STRIP;
LINE_LOOP = GL.GL_LINE_LOOP;
LINES = GL.GL_LINES;
TRIANGLE_FAN = GL.GL_TRIANGLE_FAN;
TRIANGLE_STRIP = GL.GL_TRIANGLE_STRIP;
TRIANGLES = GL.GL_TRIANGLES;
CULL_FACE = GL.GL_CULL_FACE;
FRONT = GL.GL_FRONT;
BACK = GL.GL_BACK;
FRONT_AND_BACK = GL.GL_FRONT_AND_BACK;
POLYGON_OFFSET_FILL = GL.GL_POLYGON_OFFSET_FILL;
UNPACK_ALIGNMENT = GL.GL_UNPACK_ALIGNMENT;
PACK_ALIGNMENT = GL.GL_PACK_ALIGNMENT;
TEXTURE_2D = GL.GL_TEXTURE_2D;
TEXTURE_RECTANGLE = GL2GL3.GL_TEXTURE_RECTANGLE;
TEXTURE_BINDING_2D = GL.GL_TEXTURE_BINDING_2D;
TEXTURE_BINDING_RECTANGLE = GL2GL3.GL_TEXTURE_BINDING_RECTANGLE;
MAX_TEXTURE_SIZE = GL.GL_MAX_TEXTURE_SIZE;
TEXTURE_MAX_ANISOTROPY = GL.GL_TEXTURE_MAX_ANISOTROPY_EXT;
MAX_TEXTURE_MAX_ANISOTROPY = GL.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
MAX_VERTEX_TEXTURE_IMAGE_UNITS = GL2ES2.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS;
MAX_TEXTURE_IMAGE_UNITS = GL2ES2.GL_MAX_TEXTURE_IMAGE_UNITS;
MAX_COMBINED_TEXTURE_IMAGE_UNITS = GL2ES2.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS;
NUM_COMPRESSED_TEXTURE_FORMATS = GL.GL_NUM_COMPRESSED_TEXTURE_FORMATS;
COMPRESSED_TEXTURE_FORMATS = GL.GL_COMPRESSED_TEXTURE_FORMATS;
NEAREST = GL.GL_NEAREST;
LINEAR = GL.GL_LINEAR;
LINEAR_MIPMAP_NEAREST = GL.GL_LINEAR_MIPMAP_NEAREST;
LINEAR_MIPMAP_LINEAR = GL.GL_LINEAR_MIPMAP_LINEAR;
CLAMP_TO_EDGE = GL.GL_CLAMP_TO_EDGE;
REPEAT = GL.GL_REPEAT;
TEXTURE0 = GL.GL_TEXTURE0;
TEXTURE1 = GL.GL_TEXTURE1;
TEXTURE2 = GL.GL_TEXTURE2;
TEXTURE3 = GL.GL_TEXTURE3;
TEXTURE_MIN_FILTER = GL.GL_TEXTURE_MIN_FILTER;
TEXTURE_MAG_FILTER = GL.GL_TEXTURE_MAG_FILTER;
TEXTURE_WRAP_S = GL.GL_TEXTURE_WRAP_S;
TEXTURE_WRAP_T = GL.GL_TEXTURE_WRAP_T;
TEXTURE_WRAP_R = GL2ES2.GL_TEXTURE_WRAP_R;
TEXTURE_CUBE_MAP = GL.GL_TEXTURE_CUBE_MAP;
TEXTURE_CUBE_MAP_POSITIVE_X = GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X;
TEXTURE_CUBE_MAP_POSITIVE_Y = GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
TEXTURE_CUBE_MAP_POSITIVE_Z = GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
TEXTURE_CUBE_MAP_NEGATIVE_X = GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
TEXTURE_CUBE_MAP_NEGATIVE_Y = GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
TEXTURE_CUBE_MAP_NEGATIVE_Z = GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
VERTEX_SHADER = GL2ES2.GL_VERTEX_SHADER;
FRAGMENT_SHADER = GL2ES2.GL_FRAGMENT_SHADER;
INFO_LOG_LENGTH = GL2ES2.GL_INFO_LOG_LENGTH;
SHADER_SOURCE_LENGTH = GL2ES2.GL_SHADER_SOURCE_LENGTH;
COMPILE_STATUS = GL2ES2.GL_COMPILE_STATUS;
LINK_STATUS = GL2ES2.GL_LINK_STATUS;
VALIDATE_STATUS = GL2ES2.GL_VALIDATE_STATUS;
SHADER_TYPE = GL2ES2.GL_SHADER_TYPE;
DELETE_STATUS = GL2ES2.GL_DELETE_STATUS;
FLOAT_VEC2 = GL2ES2.GL_FLOAT_VEC2;
FLOAT_VEC3 = GL2ES2.GL_FLOAT_VEC3;
FLOAT_VEC4 = GL2ES2.GL_FLOAT_VEC4;
FLOAT_MAT2 = GL2ES2.GL_FLOAT_MAT2;
FLOAT_MAT3 = GL2ES2.GL_FLOAT_MAT3;
FLOAT_MAT4 = GL2ES2.GL_FLOAT_MAT4;
INT_VEC2 = GL2ES2.GL_INT_VEC2;
INT_VEC3 = GL2ES2.GL_INT_VEC3;
INT_VEC4 = GL2ES2.GL_INT_VEC4;
BOOL_VEC2 = GL2ES2.GL_BOOL_VEC2;
BOOL_VEC3 = GL2ES2.GL_BOOL_VEC3;
BOOL_VEC4 = GL2ES2.GL_BOOL_VEC4;
SAMPLER_2D = GL2ES2.GL_SAMPLER_2D;
SAMPLER_CUBE = GL2ES2.GL_SAMPLER_CUBE;
LOW_FLOAT = GL2ES2.GL_LOW_FLOAT;
MEDIUM_FLOAT = GL2ES2.GL_MEDIUM_FLOAT;
HIGH_FLOAT = GL2ES2.GL_HIGH_FLOAT;
LOW_INT = GL2ES2.GL_LOW_INT;
MEDIUM_INT = GL2ES2.GL_MEDIUM_INT;
HIGH_INT = GL2ES2.GL_HIGH_INT;
CURRENT_VERTEX_ATTRIB = GL2ES2.GL_CURRENT_VERTEX_ATTRIB;
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING;
VERTEX_ATTRIB_ARRAY_ENABLED = GL2ES2.GL_VERTEX_ATTRIB_ARRAY_ENABLED;
VERTEX_ATTRIB_ARRAY_SIZE = GL2ES2.GL_VERTEX_ATTRIB_ARRAY_SIZE;
VERTEX_ATTRIB_ARRAY_STRIDE = GL2ES2.GL_VERTEX_ATTRIB_ARRAY_STRIDE;
VERTEX_ATTRIB_ARRAY_TYPE = GL2ES2.GL_VERTEX_ATTRIB_ARRAY_TYPE;
VERTEX_ATTRIB_ARRAY_NORMALIZED = GL2ES2.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED;
VERTEX_ATTRIB_ARRAY_POINTER = GL2ES2.GL_VERTEX_ATTRIB_ARRAY_POINTER;
BLEND = GL.GL_BLEND;
ONE = GL.GL_ONE;
ZERO = GL.GL_ZERO;
SRC_ALPHA = GL.GL_SRC_ALPHA;
DST_ALPHA = GL.GL_DST_ALPHA;
ONE_MINUS_SRC_ALPHA = GL.GL_ONE_MINUS_SRC_ALPHA;
ONE_MINUS_DST_COLOR = GL.GL_ONE_MINUS_DST_COLOR;
ONE_MINUS_SRC_COLOR = GL.GL_ONE_MINUS_SRC_COLOR;
DST_COLOR = GL.GL_DST_COLOR;
SRC_COLOR = GL.GL_SRC_COLOR;
SAMPLE_ALPHA_TO_COVERAGE = GL.GL_SAMPLE_ALPHA_TO_COVERAGE;
SAMPLE_COVERAGE = GL.GL_SAMPLE_COVERAGE;
KEEP = GL.GL_KEEP;
REPLACE = GL.GL_REPLACE;
INCR = GL.GL_INCR;
DECR = GL.GL_DECR;
INVERT = GL.GL_INVERT;
INCR_WRAP = GL.GL_INCR_WRAP;
DECR_WRAP = GL.GL_DECR_WRAP;
NEVER = GL.GL_NEVER;
ALWAYS = GL.GL_ALWAYS;
EQUAL = GL.GL_EQUAL;
LESS = GL.GL_LESS;
LEQUAL = GL.GL_LEQUAL;
GREATER = GL.GL_GREATER;
GEQUAL = GL.GL_GEQUAL;
NOTEQUAL = GL.GL_NOTEQUAL;
FUNC_ADD = GL.GL_FUNC_ADD;
FUNC_MIN = GL2ES3.GL_MIN;
FUNC_MAX = GL2ES3.GL_MAX;
FUNC_REVERSE_SUBTRACT = GL.GL_FUNC_REVERSE_SUBTRACT;
FUNC_SUBTRACT = GL.GL_FUNC_SUBTRACT;
DITHER = GL.GL_DITHER;
CONSTANT_COLOR = GL2ES2.GL_CONSTANT_COLOR;
CONSTANT_ALPHA = GL2ES2.GL_CONSTANT_ALPHA;
ONE_MINUS_CONSTANT_COLOR = GL2ES2.GL_ONE_MINUS_CONSTANT_COLOR;
ONE_MINUS_CONSTANT_ALPHA = GL2ES2.GL_ONE_MINUS_CONSTANT_ALPHA;
SRC_ALPHA_SATURATE = GL.GL_SRC_ALPHA_SATURATE;
SCISSOR_TEST = GL.GL_SCISSOR_TEST;
STENCIL_TEST = GL.GL_STENCIL_TEST;
DEPTH_TEST = GL.GL_DEPTH_TEST;
DEPTH_WRITEMASK = GL.GL_DEPTH_WRITEMASK;
COLOR_BUFFER_BIT = GL.GL_COLOR_BUFFER_BIT;
DEPTH_BUFFER_BIT = GL.GL_DEPTH_BUFFER_BIT;
STENCIL_BUFFER_BIT = GL.GL_STENCIL_BUFFER_BIT;
FRAMEBUFFER = GL.GL_FRAMEBUFFER;
COLOR_ATTACHMENT0 = GL.GL_COLOR_ATTACHMENT0;
COLOR_ATTACHMENT1 = GL2ES2.GL_COLOR_ATTACHMENT1;
COLOR_ATTACHMENT2 = GL2ES2.GL_COLOR_ATTACHMENT2;
COLOR_ATTACHMENT3 = GL2ES2.GL_COLOR_ATTACHMENT3;
RENDERBUFFER = GL.GL_RENDERBUFFER;
DEPTH_ATTACHMENT = GL.GL_DEPTH_ATTACHMENT;
STENCIL_ATTACHMENT = GL.GL_STENCIL_ATTACHMENT;
READ_FRAMEBUFFER = GL.GL_READ_FRAMEBUFFER;
DRAW_FRAMEBUFFER = GL.GL_DRAW_FRAMEBUFFER;
RGBA8 = GL.GL_RGBA8;
DEPTH24_STENCIL8 = GL.GL_DEPTH24_STENCIL8;
DEPTH_COMPONENT = GL2ES2.GL_DEPTH_COMPONENT;
DEPTH_COMPONENT16 = GL.GL_DEPTH_COMPONENT16;
DEPTH_COMPONENT24 = GL.GL_DEPTH_COMPONENT24;
DEPTH_COMPONENT32 = GL.GL_DEPTH_COMPONENT32;
STENCIL_INDEX = GL2ES2.GL_STENCIL_INDEX;
STENCIL_INDEX1 = GL.GL_STENCIL_INDEX1;
STENCIL_INDEX4 = GL.GL_STENCIL_INDEX4;
STENCIL_INDEX8 = GL.GL_STENCIL_INDEX8;
DEPTH_STENCIL = GL.GL_DEPTH_STENCIL;
FRAMEBUFFER_COMPLETE = GL.GL_FRAMEBUFFER_COMPLETE;
FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
FRAMEBUFFER_INCOMPLETE_FORMATS = GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS;
FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER;
FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER;
FRAMEBUFFER_UNSUPPORTED = GL.GL_FRAMEBUFFER_UNSUPPORTED;
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = GL.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE;
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = GL.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME;
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = GL.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL;
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = GL.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE;
RENDERBUFFER_WIDTH = GL.GL_RENDERBUFFER_WIDTH;
RENDERBUFFER_HEIGHT = GL.GL_RENDERBUFFER_HEIGHT;
RENDERBUFFER_RED_SIZE = GL.GL_RENDERBUFFER_RED_SIZE;
RENDERBUFFER_GREEN_SIZE = GL.GL_RENDERBUFFER_GREEN_SIZE;
RENDERBUFFER_BLUE_SIZE = GL.GL_RENDERBUFFER_BLUE_SIZE;
RENDERBUFFER_ALPHA_SIZE = GL.GL_RENDERBUFFER_ALPHA_SIZE;
RENDERBUFFER_DEPTH_SIZE = GL.GL_RENDERBUFFER_DEPTH_SIZE;
RENDERBUFFER_STENCIL_SIZE = GL.GL_RENDERBUFFER_STENCIL_SIZE;
RENDERBUFFER_INTERNAL_FORMAT = GL.GL_RENDERBUFFER_INTERNAL_FORMAT;
MULTISAMPLE = GL.GL_MULTISAMPLE;
LINE_SMOOTH = GL.GL_LINE_SMOOTH;
POLYGON_SMOOTH = GL2GL3.GL_POLYGON_SMOOTH;
SYNC_GPU_COMMANDS_COMPLETE = GL3ES3.GL_SYNC_GPU_COMMANDS_COMPLETE;
ALREADY_SIGNALED = GL3ES3.GL_ALREADY_SIGNALED;
CONDITION_SATISFIED = GL3ES3.GL_CONDITION_SATISFIED;
}
///////////////////////////////////////////////////////////
// Special Functions
@Override
public void flush() {
gl.glFlush();
}
@Override
public void finish() {
gl.glFinish();
}
@Override
public void hint(int target, int hint) {
gl.glHint(target, hint);
}
///////////////////////////////////////////////////////////
// State and State Requests
@Override
public void enable(int value) {
if (-1 < value) {
gl.glEnable(value);
}
}
@Override
public void disable(int value) {
if (-1 < value) {
gl.glDisable(value);
}
}
@Override
public void getBooleanv(int value, IntBuffer data) {
if (-1 < value) {
if (byteBuffer.capacity() < data.capacity()) {
byteBuffer = allocateDirectByteBuffer(data.capacity());
}
gl.glGetBooleanv(value, byteBuffer);
for (int i = 0; i < data.capacity(); i++) {
data.put(i, byteBuffer.get(i));
}
} else {
fillIntBuffer(data, 0, data.capacity() - 1, 0);
}
}
@Override
public void getIntegerv(int value, IntBuffer data) {
if (-1 < value) {
gl.glGetIntegerv(value, data);
} else {
fillIntBuffer(data, 0, data.capacity() - 1, 0);
}
}
@Override
public void getFloatv(int value, FloatBuffer data) {
if (-1 < value) {
gl.glGetFloatv(value, data);
} else {
fillFloatBuffer(data, 0, data.capacity() - 1, 0);
}
}
@Override
public boolean isEnabled(int value) {
return gl.glIsEnabled(value);
}
@Override
public String getString(int name) {
return gl.glGetString(name);
}
///////////////////////////////////////////////////////////
// Error Handling
@Override
public int getError() {
return gl.glGetError();
}
@Override
public String errorString(int err) {
return glu.gluErrorString(err);
}
//////////////////////////////////////////////////////////////////////////////
// Buffer Objects
@Override
public void genBuffers(int n, IntBuffer buffers) {
gl.glGenBuffers(n, buffers);
}
@Override
public void deleteBuffers(int n, IntBuffer buffers) {
gl.glDeleteBuffers(n, buffers);
}
@Override
public void bindBuffer(int target, int buffer) {
gl.glBindBuffer(target, buffer);
}
@Override
public void bufferData(int target, int size, Buffer data, int usage) {
gl.glBufferData(target, size, data, usage);
}
@Override
public void bufferSubData(int target, int offset, int size, Buffer data) {
gl.glBufferSubData(target, offset, size, data);
}
@Override
public void isBuffer(int buffer) {
gl.glIsBuffer(buffer);
}
@Override
public void getBufferParameteriv(int target, int value, IntBuffer data) {
gl.glGetBufferParameteriv(target, value, data);
}
@Override
public ByteBuffer mapBuffer(int target, int access) {
return gl2.glMapBuffer(target, access);
}
@Override
public ByteBuffer mapBufferRange(int target, int offset, int length, int access) {
if (gl2x != null) {
return gl2x.glMapBufferRange(target, offset, length, access);
} else if (gl3 != null) {
return gl3.glMapBufferRange(target, offset, length, access);
} else {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glMapBufferRange()"));
}
}
@Override
public void unmapBuffer(int target) {
gl2.glUnmapBuffer(target);
}
//////////////////////////////////////////////////////////////////////////////
// Synchronization
@Override
public long fenceSync(int condition, int flags) {
if (gl3es3 != null) {
return gl3es3.glFenceSync(condition, flags);
} else {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "fenceSync()"));
}
}
@Override
public void deleteSync(long sync) {
if (gl3es3 != null) {
gl3es3.glDeleteSync(sync);
} else {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "deleteSync()"));
}
}
@Override
public int clientWaitSync(long sync, int flags, long timeout) {
if (gl3es3 != null) {
return gl3es3.glClientWaitSync(sync, flags, timeout);
} else {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "clientWaitSync()"));
}
}
//////////////////////////////////////////////////////////////////////////////
// Viewport and Clipping
@Override
public void depthRangef(float n, float f) {
gl.glDepthRangef(n, f);
}
@Override
public void viewport(int x, int y, int w, int h) {
float scale = getPixelScale();
viewportImpl((int)scale * x, (int)(scale * y), (int)(scale * w), (int)(scale * h));
}
@Override
protected void viewportImpl(int x, int y, int w, int h) {
gl.glViewport(x, y, w, h);
}
//////////////////////////////////////////////////////////////////////////////
// Reading Pixels
@Override
protected void readPixelsImpl(int x, int y, int width, int height, int format, int type, Buffer buffer) {
gl.glReadPixels(x, y, width, height, format, type, buffer);
}
@Override
protected void readPixelsImpl(int x, int y, int width, int height, int format, int type, long offset) {
gl.glReadPixels(x, y, width, height, format, type, 0);
}
//////////////////////////////////////////////////////////////////////////////
// Vertices
@Override
public void vertexAttrib1f(int index, float value) {
gl2.glVertexAttrib1f(index, value);
}
@Override
public void vertexAttrib2f(int index, float value0, float value1) {
gl2.glVertexAttrib2f(index, value0, value1);
}
@Override
public void vertexAttrib3f(int index, float value0, float value1, float value2) {
gl2.glVertexAttrib3f(index, value0, value1, value2);
}
@Override
public void vertexAttrib4f(int index, float value0, float value1, float value2, float value3) {
gl2.glVertexAttrib4f(index, value0, value1, value2, value3);
}
@Override
public void vertexAttrib1fv(int index, FloatBuffer values) {
gl2.glVertexAttrib1fv(index, values);
}
@Override
public void vertexAttrib2fv(int index, FloatBuffer values) {
gl2.glVertexAttrib2fv(index, values);
}
@Override
public void vertexAttrib3fv(int index, FloatBuffer values) {
gl2.glVertexAttrib3fv(index, values);
}
@Override
public void vertexAttrib4fv(int index, FloatBuffer values) {
gl2.glVertexAttrib4fv(index, values);
}
@Override
public void vertexAttribPointer(int index, int size, int type, boolean normalized, int stride, int offset) {
gl2.glVertexAttribPointer(index, size, type, normalized, stride, offset);
}
@Override
public void enableVertexAttribArray(int index) {
gl2.glEnableVertexAttribArray(index);
}
@Override
public void disableVertexAttribArray(int index) {
gl2.glDisableVertexAttribArray(index);
}
@Override
public void drawArraysImpl(int mode, int first, int count) {
gl.glDrawArrays(mode, first, count);
}
@Override
public void drawElementsImpl(int mode, int count, int type, int offset) {
gl.glDrawElements(mode, count, type, offset);
}
//////////////////////////////////////////////////////////////////////////////
// Rasterization
@Override
public void lineWidth(float width) {
gl.glLineWidth(width);
}
@Override
public void frontFace(int dir) {
gl.glFrontFace(dir);
}
@Override
public void cullFace(int mode) {
gl.glCullFace(mode);
}
@Override
public void polygonOffset(float factor, float units) {
gl.glPolygonOffset(factor, units);
}
//////////////////////////////////////////////////////////////////////////////
// Pixel Rectangles
@Override
public void pixelStorei(int pname, int param) {
gl.glPixelStorei(pname, param);
}
///////////////////////////////////////////////////////////
// Texturing
@Override
public void texImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, Buffer data) {
gl.glTexImage2D(target, level, internalFormat, width, height, border, format, type, data);
}
@Override
public void copyTexImage2D(int target, int level, int internalFormat, int x, int y, int width, int height, int border) {
gl.glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border);
}
@Override
public void texSubImage2D(int target, int level, int xOffset, int yOffset, int width, int height, int format, int type, Buffer data) {
gl.glTexSubImage2D(target, level, xOffset, yOffset, width, height, format, type, data);
}
@Override
public void copyTexSubImage2D(int target, int level, int xOffset, int yOffset, int x, int y, int width, int height) {
gl.glCopyTexSubImage2D(target, level, x, y, xOffset, yOffset, width, height);
}
@Override
public void compressedTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int imageSize, Buffer data) {
gl.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) {
gl.glCompressedTexSubImage2D(target, level, xOffset, yOffset, width, height, format, imageSize, data);
}
@Override
public void texParameteri(int target, int pname, int param) {
gl.glTexParameteri(target, pname, param);
}
@Override
public void texParameterf(int target, int pname, float param) {
gl.glTexParameterf(target, pname, param);
}
@Override
public void texParameteriv(int target, int pname, IntBuffer params) {
gl.glTexParameteriv(target, pname, params);
}
@Override
public void texParameterfv(int target, int pname, FloatBuffer params) {
gl.glTexParameterfv(target, pname, params);
}
@Override
public void generateMipmap(int target) {
gl.glGenerateMipmap(target);
}
@Override
public void genTextures(int n, IntBuffer textures) {
gl.glGenTextures(n, textures);
}
@Override
public void deleteTextures(int n, IntBuffer textures) {
gl.glDeleteTextures(n, textures);
}
@Override
public void getTexParameteriv(int target, int pname, IntBuffer params) {
gl.glGetTexParameteriv(target, pname, params);
}
@Override
public void getTexParameterfv(int target, int pname, FloatBuffer params) {
gl.glGetTexParameterfv(target, pname, params);
}
@Override
public boolean isTexture(int texture) {
return gl.glIsTexture(texture);
}
@Override
protected void activeTextureImpl(int texture) {
gl.glActiveTexture(texture);
}
@Override
protected void bindTextureImpl(int target, int texture) {
gl.glBindTexture(target, texture);
}
///////////////////////////////////////////////////////////
// Shaders and Programs
@Override
public int createShader(int type) {
return gl2.glCreateShader(type);
}
@Override
public void shaderSource(int shader, String source) {
gl2.glShaderSource(shader, 1, new String[] { source }, (int[]) null, 0);
}
@Override
public void compileShader(int shader) {
gl2.glCompileShader(shader);
}
@Override
public void releaseShaderCompiler() {
gl2.glReleaseShaderCompiler();
}
@Override
public void deleteShader(int shader) {
gl2.glDeleteShader(shader);
}
@Override
public void shaderBinary(int count, IntBuffer shaders, int binaryFormat, Buffer binary, int length) {
gl2.glShaderBinary(count, shaders, binaryFormat, binary, length);
}
@Override
public int createProgram() {
return gl2.glCreateProgram();
}
@Override
public void attachShader(int program, int shader) {
gl2.glAttachShader(program, shader);
}
@Override
public void detachShader(int program, int shader) {
gl2.glDetachShader(program, shader);
}
@Override
public void linkProgram(int program) {
gl2.glLinkProgram(program);
}
@Override
public void useProgram(int program) {
gl2.glUseProgram(program);
}
@Override
public void deleteProgram(int program) {
gl2.glDeleteProgram(program);
}
@Override
public String getActiveAttrib(int program, int index, IntBuffer size, IntBuffer type) {
int[] tmp = {0, 0, 0};
byte[] namebuf = new byte[1024];
gl2.glGetActiveAttrib(program, index, 1024, tmp, 0, tmp, 1, tmp, 2, namebuf, 0);
size.put(tmp[1]);
type.put(tmp[2]);
String name = new String(namebuf, 0, tmp[0]);
return name;
}
@Override
public int getAttribLocation(int program, String name) {
return gl2.glGetAttribLocation(program, name);
}
@Override
public void bindAttribLocation(int program, int index, String name) {
gl2.glBindAttribLocation(program, index, name);
}
@Override
public int getUniformLocation(int program, String name) {
return gl2.glGetUniformLocation(program, name);
}
@Override
public String getActiveUniform(int program, int index, IntBuffer size, IntBuffer type) {
int[] tmp= {0, 0, 0};
byte[] namebuf = new byte[1024];
gl2.glGetActiveUniform(program, index, 1024, tmp, 0, tmp, 1, tmp, 2, namebuf, 0);
size.put(tmp[1]);
type.put(tmp[2]);
String name = new String(namebuf, 0, tmp[0]);
return name;
}
@Override
public void uniform1i(int location, int value) {
gl2.glUniform1i(location, value);
}
@Override
public void uniform2i(int location, int value0, int value1) {
gl2.glUniform2i(location, value0, value1);
}
@Override
public void uniform3i(int location, int value0, int value1, int value2) {
gl2.glUniform3i(location, value0, value1, value2);
}
@Override
public void uniform4i(int location, int value0, int value1, int value2, int value3) {
gl2.glUniform4i(location, value0, value1, value2, value3);
}
@Override
public void uniform1f(int location, float value) {
gl2.glUniform1f(location, value);
}
@Override
public void uniform2f(int location, float value0, float value1) {
gl2.glUniform2f(location, value0, value1);
}
@Override
public void uniform3f(int location, float value0, float value1, float value2) {
gl2.glUniform3f(location, value0, value1, value2);
}
@Override
public void uniform4f(int location, float value0, float value1, float value2, float value3) {
gl2.glUniform4f(location, value0, value1, value2, value3);
}
@Override
public void uniform1iv(int location, int count, IntBuffer v) {
gl2.glUniform1iv(location, count, v);
}
@Override
public void uniform2iv(int location, int count, IntBuffer v) {
gl2.glUniform2iv(location, count, v);
}
@Override
public void uniform3iv(int location, int count, IntBuffer v) {
gl2.glUniform3iv(location, count, v);
}
@Override
public void uniform4iv(int location, int count, IntBuffer v) {
gl2.glUniform4iv(location, count, v);
}
@Override
public void uniform1fv(int location, int count, FloatBuffer v) {
gl2.glUniform1fv(location, count, v);
}
@Override
public void uniform2fv(int location, int count, FloatBuffer v) {
gl2.glUniform2fv(location, count, v);
}
@Override
public void uniform3fv(int location, int count, FloatBuffer v) {
gl2.glUniform3fv(location, count, v);
}
@Override
public void uniform4fv(int location, int count, FloatBuffer v) {
gl2.glUniform4fv(location, count, v);
}
@Override
public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer mat) {
gl2.glUniformMatrix2fv(location, count, transpose, mat);
}
@Override
public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer mat) {
gl2.glUniformMatrix3fv(location, count, transpose, mat);
}
@Override
public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer mat) {
gl2.glUniformMatrix4fv(location, count, transpose, mat);
}
@Override
public void validateProgram(int program) {
gl2.glValidateProgram(program);
}
@Override
public boolean isShader(int shader) {
return gl2.glIsShader(shader);
}
@Override
public void getShaderiv(int shader, int pname, IntBuffer params) {
gl2.glGetShaderiv(shader, pname, params);
}
@Override
public void getAttachedShaders(int program, int maxCount, IntBuffer count, IntBuffer shaders) {
gl2.glGetAttachedShaders(program, maxCount, count, shaders);
}
@Override
public String getShaderInfoLog(int shader) {
int[] val = { 0 };
gl2.glGetShaderiv(shader, GL2ES2.GL_INFO_LOG_LENGTH, val, 0);
int length = val[0];
byte[] log = new byte[length];
gl2.glGetShaderInfoLog(shader, length, val, 0, log, 0);
return new String(log);
}
@Override
public String getShaderSource(int shader) {
int[] len = {0};
byte[] buf = new byte[1024];
gl2.glGetShaderSource(shader, 1024, len, 0, buf, 0);
return new String(buf, 0, len[0]);
}
@Override
public void getShaderPrecisionFormat(int shaderType, int precisionType, IntBuffer range, IntBuffer precision) {
gl2.glGetShaderPrecisionFormat(shaderType, precisionType, range, precision);
}
@Override
public void getVertexAttribfv(int index, int pname, FloatBuffer params) {
gl2.glGetVertexAttribfv(index, pname, params);
}
@Override
public void getVertexAttribiv(int index, int pname, IntBuffer params) {
gl2.glGetVertexAttribiv(index, pname, params);
}
@Override
public void getVertexAttribPointerv(int index, int pname, ByteBuffer data) {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glGetVertexAttribPointerv()"));
}
@Override
public void getUniformfv(int program, int location, FloatBuffer params) {
gl2.glGetUniformfv(program, location, params);
}
@Override
public void getUniformiv(int program, int location, IntBuffer params) {
gl2.glGetUniformiv(program, location, params);
}
@Override
public boolean isProgram(int program) {
return gl2.glIsProgram(program);
}
@Override
public void getProgramiv(int program, int pname, IntBuffer params) {
gl2.glGetProgramiv(program, pname, params);
}
@Override
public String getProgramInfoLog(int program) {
int[] val = { 0 };
gl2.glGetShaderiv(program, GL2ES2.GL_INFO_LOG_LENGTH, val, 0);
int length = val[0];
if (0 < length) {
byte[] log = new byte[length];
gl2.glGetProgramInfoLog(program, length, val, 0, log, 0);
return new String(log);
} else {
return "Unknown error";
}
}
///////////////////////////////////////////////////////////
// Per-Fragment Operations
@Override
public void scissor(int x, int y, int w, int h) {
float scale = getPixelScale();
gl.glScissor((int)scale * x, (int)(scale * y), (int)(scale * w), (int)(scale * h));
// gl.glScissor(x, y, w, h);
}
@Override
public void sampleCoverage(float value, boolean invert) {
gl2.glSampleCoverage(value, invert);
}
@Override
public void stencilFunc(int func, int ref, int mask) {
gl2.glStencilFunc(func, ref, mask);
}
@Override
public void stencilFuncSeparate(int face, int func, int ref, int mask) {
gl2.glStencilFuncSeparate(face, func, ref, mask);
}
@Override
public void stencilOp(int sfail, int dpfail, int dppass) {
gl2.glStencilOp(sfail, dpfail, dppass);
}
@Override
public void stencilOpSeparate(int face, int sfail, int dpfail, int dppass) {
gl2.glStencilOpSeparate(face, sfail, dpfail, dppass);
}
@Override
public void depthFunc(int func) {
gl.glDepthFunc(func);
}
@Override
public void blendEquation(int mode) {
gl.glBlendEquation(mode);
}
@Override
public void blendEquationSeparate(int modeRGB, int modeAlpha) {
gl.glBlendEquationSeparate(modeRGB, modeAlpha);
}
@Override
public void blendFunc(int src, int dst) {
gl.glBlendFunc(src, dst);
}
@Override
public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) {
gl.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
@Override
public void blendColor(float red, float green, float blue, float alpha) {
gl2.glBlendColor(red, green, blue, alpha);
}
///////////////////////////////////////////////////////////
// Whole Framebuffer Operations
@Override
public void colorMask(boolean r, boolean g, boolean b, boolean a) {
gl.glColorMask(r, g, b, a);
}
@Override
public void depthMask(boolean mask) {
gl.glDepthMask(mask);
}
@Override
public void stencilMask(int mask) {
gl.glStencilMask(mask);
}
@Override
public void stencilMaskSeparate(int face, int mask) {
gl2.glStencilMaskSeparate(face, mask);
}
@Override
public void clearColor(float r, float g, float b, float a) {
gl.glClearColor(r, g, b, a);
}
@Override
public void clearDepth(float d) {
gl.glClearDepth(d);
}
@Override
public void clearStencil(int s) {
gl.glClearStencil(s);
}
@Override
public void clear(int buf) {
gl.glClear(buf);
}
///////////////////////////////////////////////////////////
// Framebuffers Objects
@Override
protected void bindFramebufferImpl(int target, int framebuffer) {
gl.glBindFramebuffer(target, framebuffer);
}
@Override
public void deleteFramebuffers(int n, IntBuffer framebuffers) {
gl.glDeleteFramebuffers(n, framebuffers);
}
@Override
public void genFramebuffers(int n, IntBuffer framebuffers) {
gl.glGenFramebuffers(n, framebuffers);
}
@Override
public void bindRenderbuffer(int target, int renderbuffer) {
gl.glBindRenderbuffer(target, renderbuffer);
}
@Override
public void deleteRenderbuffers(int n, IntBuffer renderbuffers) {
gl.glDeleteRenderbuffers(n, renderbuffers);
}
@Override
public void genRenderbuffers(int n, IntBuffer renderbuffers) {
gl.glGenRenderbuffers(n, renderbuffers);
}
@Override
public void renderbufferStorage(int target, int internalFormat, int width, int height) {
gl.glRenderbufferStorage(target, internalFormat, width, height);
}
@Override
public void framebufferRenderbuffer(int target, int attachment, int rendbuferfTarget, int renderbuffer) {
gl.glFramebufferRenderbuffer(target, attachment, rendbuferfTarget, renderbuffer);
}
@Override
public void framebufferTexture2D(int target, int attachment, int texTarget, int texture, int level) {
gl.glFramebufferTexture2D(target, attachment, texTarget, texture, level);
}
@Override
public int checkFramebufferStatus(int target) {
return gl.glCheckFramebufferStatus(target);
}
@Override
public boolean isFramebuffer(int framebuffer) {
return gl2.glIsFramebuffer(framebuffer);
}
@Override
public void getFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params) {
gl2.glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
@Override
public boolean isRenderbuffer(int renderbuffer) {
return gl2.glIsRenderbuffer(renderbuffer);
}
@Override
public void getRenderbufferParameteriv(int target, int pname, IntBuffer params) {
gl2.glGetRenderbufferParameteriv(target, pname, params);
}
@Override
public void blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) {
if (gl2x != null) {
gl2x.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
} else if (gl3 != null) {
gl3.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
} else {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glBlitFramebuffer()"));
}
}
@Override
public void renderbufferStorageMultisample(int target, int samples, int format, int width, int height) {
if (gl2x != null) {
gl2x.glRenderbufferStorageMultisample(target, samples, format, width, height);
} else if (gl3 != null) {
gl3.glRenderbufferStorageMultisample(target, samples, format, width, height);
} else {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glRenderbufferStorageMultisample()"));
}
}
@Override
public void readBuffer(int buf) {
if (gl2x != null) {
gl2x.glReadBuffer(buf);
} else if (gl3 != null) {
gl3.glReadBuffer(buf);
} else {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glReadBuffer()"));
}
}
@Override
public void drawBuffer(int buf) {
if (gl2x != null) {
gl2x.glDrawBuffer(buf);
} else if (gl3 != null) {
gl3.glDrawBuffer(buf);
} else {
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glDrawBuffer()"));
}
}
}
© 2015 - 2024 Weber Informatics LLC | Privacy Policy