com.badlogic.gdx.graphics.GLCommon.java Source code

Java tutorial

Introduction

Here is the source code for com.badlogic.gdx.graphics.GLCommon.java

Source

/*******************************************************************************
 * 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.graphics;

import java.nio.Buffer;
import java.nio.IntBuffer;

/** This interface defines methods common to GL10, GL11 and GL20.
 * @author mzechner */
public interface GLCommon {
    public static final int GL_GENERATE_MIPMAP = 0x8191;
    public static final int GL_TEXTURE_MAX_ANISOTROPY_EXT = 0x84FE;
    public static final int GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 0x84FF;

    public void glActiveTexture(int texture);

    public void glBindTexture(int target, int texture);

    public void glBlendFunc(int sfactor, int dfactor);

    public void glClear(int mask);

    public void glClearColor(float red, float green, float blue, float alpha);

    public void glClearDepthf(float depth);

    public void glClearStencil(int s);

    public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);

    public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border,
            int imageSize, Buffer data);

    public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height,
            int format, int imageSize, Buffer data);

    public void glCopyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height,
            int border);

    public void glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width,
            int height);

    public void glCullFace(int mode);

    public void glDeleteTextures(int n, IntBuffer textures);

    public void glDepthFunc(int func);

    public void glDepthMask(boolean flag);

    public void glDepthRangef(float zNear, float zFar);

    public void glDisable(int cap);

    public void glDrawArrays(int mode, int first, int count);

    public void glDrawElements(int mode, int count, int type, Buffer indices);

    public void glEnable(int cap);

    public void glFinish();

    public void glFlush();

    public void glFrontFace(int mode);

    public void glGenTextures(int n, IntBuffer textures);

    public int glGetError();

    public void glGetIntegerv(int pname, IntBuffer params);

    public String glGetString(int name);

    public void glHint(int target, int mode);

    public void glLineWidth(float width);

    public void glPixelStorei(int pname, int param);

    public void glPolygonOffset(float factor, float units);

    public void glReadPixels(int x, int y, int width, int height, int format, int type, Buffer pixels);

    public void glScissor(int x, int y, int width, int height);

    public void glStencilFunc(int func, int ref, int mask);

    public void glStencilMask(int mask);

    public void glStencilOp(int fail, int zfail, int zpass);

    public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border,
            int format, int type, Buffer pixels);

    public void glTexParameterf(int target, int pname, float param);

    public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format,
            int type, Buffer pixels);

    public void glViewport(int x, int y, int width, int height);
}