com.badlogic.gdx.backends.lwjgl.swt.LwjglGL10.java Source code

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/*******************************************************************************
 * 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);
    }
}