Java tutorial
/******************************************************************************* * 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 com.badlogic.gdx.backends.lwjgl.swt; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.DoubleBuffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import org.lwjgl.opengl.GL13; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.utils.GdxRuntimeException; /** An implementation of the {@link GL10} interface based on LWJGL. Fixed point vertex arrays are emulated. * * @author mzechner */ class LwjglGL10 implements GL10 { private IntBuffer tempInt; private FloatBuffer tempFloat; public LwjglGL10() { tempInt = BufferUtils.createIntBuffer(8); tempFloat = BufferUtils.createFloatBuffer(8); } private IntBuffer toBuffer(int n, int[] src, int offset) { if (tempInt.capacity() < n) tempInt = BufferUtils.createIntBuffer(n); else tempInt.clear(); tempInt.put(src, offset, n); tempInt.flip(); return tempInt; } /*private IntBuffer toBuffer (int[] src, int offset) { int n = src.length - offset; if (tempInt.capacity() < n) tempInt = BufferUtils.createIntBuffer(n); else tempInt.clear(); tempInt.put(src, offset, n); tempInt.flip(); return tempInt; }*/ private FloatBuffer toBuffer(float[] src, int offset) { int n = src.length - offset; if (tempFloat.capacity() < n) tempFloat = BufferUtils.createFloatBuffer(n); else tempFloat.clear(); tempFloat.put(src, offset, src.length - offset); tempFloat.flip(); return tempFloat; } public final void glActiveTexture(int texture) { GL13.glActiveTexture(texture); } public final void glAlphaFunc(int func, float ref) { GL11.glAlphaFunc(func, ref); } public final void glBindTexture(int target, int texture) { GL11.glBindTexture(target, texture); } public final void glBlendFunc(int sfactor, int dfactor) { GL11.glBlendFunc(sfactor, dfactor); } public final void glClear(int mask) { GL11.glClear(mask); } public final void glClearColor(float red, float green, float blue, float alpha) { GL11.glClearColor(red, green, blue, alpha); } public final void glClearDepthf(float depth) { GL11.glClearDepth(depth); } public final void glClearStencil(int s) { GL11.glClearStencil(s); } public final void glClientActiveTexture(int texture) { try { GL13.glClientActiveTexture(texture); } catch (Throwable ex) { // FIXME this is for my lousy netbook... } } public final void glColor4f(float red, float green, float blue, float alpha) { GL11.glColor4f(red, green, blue, alpha); } public final void glColorMask(boolean red, boolean green, boolean blue, boolean alpha) { GL11.glColorMask(red, green, blue, alpha); } public final void glColorPointer(int size, int type, int stride, Buffer pointer) { if (pointer instanceof FloatBuffer && type == GL10.GL_FLOAT) GL11.glColorPointer(size, stride, (FloatBuffer) pointer); else if (pointer instanceof ByteBuffer && type == GL10.GL_FLOAT) GL11.glColorPointer(size, stride, ((ByteBuffer) pointer).asFloatBuffer()); // FIXME yes, that's why it sucks... GC will // be happy. else if (pointer instanceof ByteBuffer && type == GL10.GL_UNSIGNED_BYTE) GL11.glColorPointer(size, true, stride, (ByteBuffer) pointer); else throw new GdxRuntimeException("Can't use " + pointer.getClass().getName() + " with this method, use FloatBuffer or ByteBuffer. blame LWJGL"); } public final void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data) { if (!(data instanceof ByteBuffer)) throw new GdxRuntimeException( "Can't use " + data.getClass().getName() + " with this method. Use ByteBuffer. Blame LWJGL"); GL13.glCompressedTexImage2D(target, level, internalformat, width, height, border, (ByteBuffer) data); } public final void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data) { if (!(data instanceof ByteBuffer)) throw new GdxRuntimeException( "Can't use " + data.getClass().getName() + " with this method. Use ByteBuffer. Blame LWJGL"); GL13.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, (ByteBuffer) data); } public final void glCopyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) { GL11.glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); } public final void glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { GL11.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } public final void glCullFace(int mode) { GL11.glCullFace(mode); } public final void glDeleteTextures(int n, IntBuffer textures) { GL11.glDeleteTextures(textures); } public final void glDepthFunc(int func) { GL11.glDepthFunc(func); } public final void glDepthMask(boolean flag) { GL11.glDepthMask(flag); } public final void glDepthRangef(float zNear, float zFar) { GL11.glDepthRange(zNear, zFar); } public final void glDisable(int cap) { GL11.glDisable(cap); } public final void glDisableClientState(int array) { GL11.glDisableClientState(array); } public final void glDrawArrays(int mode, int first, int count) { GL11.glDrawArrays(mode, first, count); } public final void glDrawElements(int mode, int count, int type, Buffer indices) { if (indices instanceof ShortBuffer && type == GL10.GL_UNSIGNED_SHORT) GL11.glDrawElements(mode, (ShortBuffer) indices); else if (indices instanceof ByteBuffer && type == GL10.GL_UNSIGNED_SHORT) GL11.glDrawElements(mode, ((ByteBuffer) indices).asShortBuffer()); // FIXME yay... else if (indices instanceof ByteBuffer && type == GL10.GL_UNSIGNED_BYTE) GL11.glDrawElements(mode, (ByteBuffer) indices); else throw new GdxRuntimeException("Can't use " + indices.getClass().getName() + " with this method. Use ShortBuffer or ByteBuffer instead. Blame LWJGL"); } public final void glEnable(int cap) { GL11.glEnable(cap); } public final void glEnableClientState(int array) { GL11.glEnableClientState(array); } public final void glFinish() { GL11.glFinish(); } public final void glFlush() { GL11.glFlush(); } public final void glFogf(int pname, float param) { GL11.glFogf(pname, param); } public final void glFogfv(int pname, FloatBuffer params) { GL11.glFog(pname, params); } public final void glFrontFace(int mode) { GL11.glFrontFace(mode); } public final void glFrustumf(float left, float right, float bottom, float top, float zNear, float zFar) { GL11.glFrustum(left, right, bottom, top, zNear, zFar); } public final void glGenTextures(int n, IntBuffer textures) { GL11.glGenTextures(textures); } public final int glGetError() { return GL11.glGetError(); } public final void glGetIntegerv(int pname, IntBuffer params) { GL11.glGetInteger(pname, params); } public final String glGetString(int name) { return GL11.glGetString(name); } public final void glHint(int target, int mode) { GL11.glHint(target, mode); } public final void glLightModelf(int pname, float param) { GL11.glLightModelf(pname, param); } public final void glLightModelfv(int pname, FloatBuffer params) { GL11.glLightModel(pname, params); } public final void glLightf(int light, int pname, float param) { GL11.glLightf(light, pname, param); } public final void glLightfv(int light, int pname, FloatBuffer params) { GL11.glLight(light, pname, params); } public final void glLineWidth(float width) { GL11.glLineWidth(width); } public final void glLoadIdentity() { GL11.glLoadIdentity(); } public final void glLoadMatrixf(FloatBuffer m) { GL11.glLoadMatrix(m); } public final void glLogicOp(int opcode) { GL11.glLogicOp(opcode); } public final void glMaterialf(int face, int pname, float param) { GL11.glMaterialf(face, pname, param); } public final void glMaterialfv(int face, int pname, FloatBuffer params) { GL11.glMaterial(face, pname, params); } public final void glMatrixMode(int mode) { GL11.glMatrixMode(mode); } public final void glMultMatrixf(FloatBuffer m) { GL11.glMultMatrix(m); } public final void glMultiTexCoord4f(int target, float s, float t, float r, float q) { GL13.glMultiTexCoord4f(target, s, t, r, q); } public final void glNormal3f(float nx, float ny, float nz) { GL11.glNormal3f(nx, ny, nz); } public final void glNormalPointer(int type, int stride, Buffer pointer) { if (pointer instanceof FloatBuffer && type == GL11.GL_FLOAT) GL11.glNormalPointer(stride, (FloatBuffer) pointer); else if (pointer instanceof ByteBuffer && type == GL11.GL_FLOAT) GL11.glNormalPointer(stride, ((ByteBuffer) pointer).asFloatBuffer()); else if (pointer instanceof ByteBuffer && type == GL11.GL_BYTE) GL11.glNormalPointer(stride, (ByteBuffer) pointer); else throw new GdxRuntimeException("Can't use " + pointer.getClass().getName() + " with this method. GL10.GL_SHORT not supported. Use FloatBuffer instead. Blame LWJGL"); } public final void glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) { GL11.glOrtho(left, right, bottom, top, zNear, zFar); } public final void glPixelStorei(int pname, int param) { GL11.glPixelStorei(pname, param); } public final void glPointSize(float size) { GL11.glPointSize(size); } public final void glPolygonOffset(float factor, float units) { GL11.glPolygonOffset(factor, units); } public final void glPopMatrix() { GL11.glPopMatrix(); } public final void glPushMatrix() { GL11.glPushMatrix(); } public final void glReadPixels(int x, int y, int width, int height, int format, int type, Buffer pixels) { if (pixels instanceof ByteBuffer) GL11.glReadPixels(x, y, width, height, format, type, (ByteBuffer) pixels); else if (pixels instanceof ShortBuffer) GL11.glReadPixels(x, y, width, height, format, type, (ShortBuffer) pixels); else if (pixels instanceof IntBuffer) GL11.glReadPixels(x, y, width, height, format, type, (IntBuffer) pixels); else if (pixels instanceof FloatBuffer) GL11.glReadPixels(x, y, width, height, format, type, (FloatBuffer) pixels); else throw new GdxRuntimeException("Can't use " + pixels.getClass().getName() + " with this method. Use ByteBuffer, ShortBuffer, IntBuffer or FloatBuffer instead. Blame LWJGL"); } public final void glRotatef(float angle, float x, float y, float z) { GL11.glRotatef(angle, x, y, z); } public final void glSampleCoverage(float value, boolean invert) { GL13.glSampleCoverage(value, invert); } public final void glScalef(float x, float y, float z) { GL11.glScalef(x, y, z); } public final void glScissor(int x, int y, int width, int height) { GL11.glScissor(x, y, width, height); } public final void glShadeModel(int mode) { GL11.glShadeModel(mode); } public final void glStencilFunc(int func, int ref, int mask) { GL11.glStencilFunc(func, ref, mask); } public final void glStencilMask(int mask) { GL11.glStencilMask(mask); } public final void glStencilOp(int fail, int zfail, int zpass) { GL11.glStencilOp(fail, zfail, zpass); } public final void glTexCoordPointer(int size, int type, int stride, Buffer pointer) { if (pointer instanceof ShortBuffer && type == GL10.GL_SHORT) GL11.glTexCoordPointer(size, stride, (ShortBuffer) pointer); else if (pointer instanceof ByteBuffer && type == GL10.GL_SHORT) GL11.glTexCoordPointer(size, stride, ((ByteBuffer) pointer).asShortBuffer()); else if (pointer instanceof FloatBuffer && type == GL10.GL_FLOAT) GL11.glTexCoordPointer(size, stride, (FloatBuffer) pointer); else if (pointer instanceof ByteBuffer && type == GL10.GL_FLOAT) GL11.glTexCoordPointer(size, stride, ((ByteBuffer) pointer).asFloatBuffer()); else throw new GdxRuntimeException("Can't use " + pointer.getClass().getName() + " with this method. Use ShortBuffer or FloatBuffer or ByteBuffer instead with GL_FLOAT or GL_SHORT. GL_BYTE is not supported. Blame LWJGL"); } public final void glTexEnvf(int target, int pname, float param) { GL11.glTexEnvf(target, pname, param); } public final void glTexEnvfv(int target, int pname, FloatBuffer params) { GL11.glTexEnv(target, pname, params); } public final void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, Buffer pixels) { if (pixels == null) GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (ByteBuffer) null); else if (pixels instanceof ByteBuffer) GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (ByteBuffer) pixels); else if (pixels instanceof ShortBuffer) GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (ShortBuffer) pixels); else if (pixels instanceof IntBuffer) GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (IntBuffer) pixels); else if (pixels instanceof FloatBuffer) GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (FloatBuffer) pixels); else if (pixels instanceof DoubleBuffer) GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, (DoubleBuffer) pixels); else throw new GdxRuntimeException("Can't use " + pixels.getClass().getName() + " with this method. Use ByteBuffer, ShortBuffer, IntBuffer, FloatBuffer or DoubleBuffer instead. Blame LWJGL"); } public final void glTexParameterf(int target, int pname, float param) { // LwjglGraphics.major is should to be 1 if we are in LwjglGL10. if (SwtLwjglGraphics.minor < 2 && param == GL12.GL_CLAMP_TO_EDGE) param = GL11.GL_CLAMP; GL11.glTexParameterf(target, pname, param); } public final void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Buffer pixels) { if (pixels instanceof ByteBuffer) GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (ByteBuffer) pixels); else if (pixels instanceof ShortBuffer) GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (ShortBuffer) pixels); else if (pixels instanceof IntBuffer) GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (IntBuffer) pixels); else if (pixels instanceof FloatBuffer) GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (FloatBuffer) pixels); else if (pixels instanceof DoubleBuffer) GL11.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, (DoubleBuffer) pixels); else throw new GdxRuntimeException("Can't use " + pixels.getClass().getName() + " with this method. Use ByteBuffer, ShortBuffer, IntBuffer, FloatBuffer or DoubleBuffer instead. Blame LWJGL"); } public final void glTranslatef(float x, float y, float z) { GL11.glTranslatef(x, y, z); } public final void glVertexPointer(int size, int type, int stride, Buffer pointer) { if (pointer instanceof FloatBuffer && type == GL10.GL_FLOAT) GL11.glVertexPointer(size, stride, ((FloatBuffer) pointer)); else if (pointer instanceof ByteBuffer && type == GL10.GL_FLOAT) GL11.glVertexPointer(size, stride, ((ByteBuffer) pointer).asFloatBuffer()); else throw new GdxRuntimeException("Can't use " + pointer.getClass().getName() + " with this method. Use FloatBuffer or ByteBuffers with GL10.GL_FLOAT instead. Blame LWJGL"); } public final void glViewport(int x, int y, int width, int height) { GL11.glViewport(x, y, width, height); } public final void glDeleteTextures(int n, int[] textures, int offset) { GL11.glDeleteTextures(toBuffer(n, textures, offset)); } public final void glFogfv(int pname, float[] params, int offset) { GL11.glFog(pname, toBuffer(params, offset)); } public final void glGenTextures(int n, int[] textures, int offset) { for (int i = offset; i < offset + n; i++) textures[i] = GL11.glGenTextures(); } IntBuffer getBuffer = BufferUtils.createIntBuffer(100); public final void glGetIntegerv(int pname, int[] params, int offset) { GL11.glGetInteger(pname, getBuffer); // FIXME Yeah, so. This sucks as well :D LWJGL does not set pos/lim. for (int i = offset, j = 0; i < params.length; i++, j++) { if (j == getBuffer.capacity()) return; params[i] = getBuffer.get(j); } } public final void glLightModelfv(int pname, float[] params, int offset) { GL11.glLightModel(pname, toBuffer(params, offset)); } public final void glLightfv(int light, int pname, float[] params, int offset) { GL11.glLight(light, pname, toBuffer(params, offset)); } public final void glLoadMatrixf(float[] m, int offset) { GL11.glLoadMatrix(toBuffer(m, offset)); } public final void glMaterialfv(int face, int pname, float[] params, int offset) { GL11.glMaterial(face, pname, toBuffer(params, offset)); } public final void glMultMatrixf(float[] m, int offset) { GL11.glMultMatrix(toBuffer(m, offset)); } public final void glTexEnvfv(int target, int pname, float[] params, int offset) { GL11.glTexEnv(target, pname, toBuffer(params, offset)); } public void glPolygonMode(int face, int mode) { GL11.glPolygonMode(face, mode); } }