Java tutorial
/******************************************************************************* * Copyright 2011 See AUTHORS file. * <p/> * 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 * <p/> * http://www.apache.org/licenses/LICENSE-2.0 * <p/> * 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; import com.badlogic.gdx.utils.GdxRuntimeException; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.EXTFramebufferObject; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL13; import org.lwjgl.opengl.GL14; import org.lwjgl.opengl.GL15; import org.lwjgl.opengl.GL20; import org.oscim.backend.GL; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.DoubleBuffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; /** * An implementation of the {@link GL20} interface based on LWJGL. Note that LWJGL shaders and OpenGL ES shaders will not be 100% * compatible. Some glGetXXX methods are not implemented. * * @author mzechner */ public class LwjglGL20 implements GL { private ByteBuffer buffer = null; private FloatBuffer floatBuffer = null; private IntBuffer intBuffer = null; private void ensureBufferCapacity(int numBytes) { if (buffer == null || buffer.capacity() < numBytes) { buffer = com.badlogic.gdx.utils.BufferUtils.newByteBuffer(numBytes); floatBuffer = buffer.asFloatBuffer(); intBuffer = buffer.asIntBuffer(); } } private FloatBuffer toFloatBuffer(float v[], int offset, int count) { ensureBufferCapacity(count << 2); floatBuffer.clear(); com.badlogic.gdx.utils.BufferUtils.copy(v, floatBuffer, count, offset); return floatBuffer; } private IntBuffer toIntBuffer(int v[], int offset, int count) { ensureBufferCapacity(count << 2); intBuffer.clear(); com.badlogic.gdx.utils.BufferUtils.copy(v, count, offset, intBuffer); return intBuffer; } public void activeTexture(int texture) { GL13.glActiveTexture(texture); } public void attachShader(int program, int shader) { GL20.glAttachShader(program, shader); } public void bindAttribLocation(int program, int index, String name) { GL20.glBindAttribLocation(program, index, name); } public void bindBuffer(int target, int buffer) { GL15.glBindBuffer(target, buffer); } public void bindFramebuffer(int target, int framebuffer) { EXTFramebufferObject.glBindFramebufferEXT(target, framebuffer); } public void bindRenderbuffer(int target, int renderbuffer) { EXTFramebufferObject.glBindRenderbufferEXT(target, renderbuffer); } public void bindTexture(int target, int texture) { GL11.glBindTexture(target, texture); } public void blendColor(float red, float green, float blue, float alpha) { GL14.glBlendColor(red, green, blue, alpha); } public void blendEquation(int mode) { GL14.glBlendEquation(mode); } public void blendEquationSeparate(int modeRGB, int modeAlpha) { GL20.glBlendEquationSeparate(modeRGB, modeAlpha); } public void blendFunc(int sfactor, int dfactor) { GL11.glBlendFunc(sfactor, dfactor); } public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) { GL14.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } public void bufferData(int target, int size, Buffer data, int usage) { if (data == null) GL15.glBufferData(target, size, usage); else if (data instanceof ByteBuffer) GL15.glBufferData(target, (ByteBuffer) data, usage); else if (data instanceof IntBuffer) GL15.glBufferData(target, (IntBuffer) data, usage); else if (data instanceof FloatBuffer) GL15.glBufferData(target, (FloatBuffer) data, usage); else if (data instanceof DoubleBuffer) GL15.glBufferData(target, (DoubleBuffer) data, usage); else if (data instanceof ShortBuffer) // GL15.glBufferData(target, (ShortBuffer) data, usage); } public void bufferSubData(int target, int offset, int size, Buffer data) { if (data == null) throw new GdxRuntimeException("Using null for the data not possible, blame LWJGL"); else if (data instanceof ByteBuffer) GL15.glBufferSubData(target, offset, (ByteBuffer) data); else if (data instanceof IntBuffer) GL15.glBufferSubData(target, offset, (IntBuffer) data); else if (data instanceof FloatBuffer) GL15.glBufferSubData(target, offset, (FloatBuffer) data); else if (data instanceof DoubleBuffer) GL15.glBufferSubData(target, offset, (DoubleBuffer) data); else if (data instanceof ShortBuffer) // GL15.glBufferSubData(target, offset, (ShortBuffer) data); } public int checkFramebufferStatus(int target) { return EXTFramebufferObject.glCheckFramebufferStatusEXT(target); } public void clear(int mask) { GL11.glClear(mask); } public void clearColor(float red, float green, float blue, float alpha) { GL11.glClearColor(red, green, blue, alpha); } public void clearDepthf(float depth) { GL11.glClearDepth(depth); } public void clearStencil(int s) { GL11.glClearStencil(s); } public void colorMask(boolean red, boolean green, boolean blue, boolean alpha) { GL11.glColorMask(red, green, blue, alpha); } public void compileShader(int shader) { GL20.glCompileShader(shader); } public void compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data) { if (data instanceof ByteBuffer) { GL13.glCompressedTexImage2D(target, level, internalformat, width, height, border, (ByteBuffer) data); } else { throw new GdxRuntimeException( "Can't use " + data.getClass().getName() + " with this method. Use ByteBuffer instead."); } } public void compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data) { throw new GdxRuntimeException("not implemented"); } public void copyTexImage2D(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 void copyTexSubImage2D(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 int createProgram() { return GL20.glCreateProgram(); } public int createShader(int type) { return GL20.glCreateShader(type); } public void cullFace(int mode) { GL11.glCullFace(mode); } public void deleteBuffers(int n, IntBuffer buffers) { GL15.glDeleteBuffers(buffers); } public void deleteBuffer(int buffer) { GL15.glDeleteBuffers(buffer); } public void deleteFramebuffers(int n, IntBuffer framebuffers) { EXTFramebufferObject.glDeleteFramebuffersEXT(framebuffers); } public void deleteFramebuffer(int framebuffer) { EXTFramebufferObject.glDeleteFramebuffersEXT(framebuffer); } public void deleteProgram(int program) { GL20.glDeleteProgram(program); } public void deleteRenderbuffers(int n, IntBuffer renderbuffers) { EXTFramebufferObject.glDeleteRenderbuffersEXT(renderbuffers); } public void deleteRenderbuffer(int renderbuffer) { EXTFramebufferObject.glDeleteRenderbuffersEXT(renderbuffer); } public void deleteShader(int shader) { GL20.glDeleteShader(shader); } public void deleteTextures(int n, IntBuffer textures) { GL11.glDeleteTextures(textures); } public void deleteTexture(int texture) { GL11.glDeleteTextures(texture); } public void depthFunc(int func) { GL11.glDepthFunc(func); } public void depthMask(boolean flag) { GL11.glDepthMask(flag); } public void depthRangef(float zNear, float zFar) { GL11.glDepthRange(zNear, zFar); } public void detachShader(int program, int shader) { GL20.glDetachShader(program, shader); } public void disable(int cap) { GL11.glDisable(cap); } public void disableVertexAttribArray(int index) { GL20.glDisableVertexAttribArray(index); } public void drawArrays(int mode, int first, int count) { GL11.glDrawArrays(mode, first, count); } public void drawElements(int mode, int count, int type, Buffer indices) { if (indices instanceof ShortBuffer && type == com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_SHORT) GL11.glDrawElements(mode, (ShortBuffer) indices); else if (indices instanceof ByteBuffer && type == com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_SHORT) GL11.glDrawElements(mode, ((ByteBuffer) indices).asShortBuffer()); // FIXME yay... else if (indices instanceof ByteBuffer && type == com.badlogic.gdx.graphics.GL20.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 void enable(int cap) { GL11.glEnable(cap); } public void enableVertexAttribArray(int index) { GL20.glEnableVertexAttribArray(index); } public void finish() { GL11.glFinish(); } public void flush() { GL11.glFlush(); } public void framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); } public void framebufferTexture2D(int target, int attachment, int textarget, int texture, int level) { EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); } public void frontFace(int mode) { GL11.glFrontFace(mode); } public void genBuffers(int n, IntBuffer buffers) { GL15.glGenBuffers(buffers); } public int genBuffer() { return GL15.glGenBuffers(); } public void genFramebuffers(int n, IntBuffer framebuffers) { EXTFramebufferObject.glGenFramebuffersEXT(framebuffers); } public int genFramebuffer() { return EXTFramebufferObject.glGenFramebuffersEXT(); } public void genRenderbuffers(int n, IntBuffer renderbuffers) { EXTFramebufferObject.glGenRenderbuffersEXT(renderbuffers); } public int genRenderbuffer() { return EXTFramebufferObject.glGenRenderbuffersEXT(); } public void genTextures(int n, IntBuffer textures) { GL11.glGenTextures(textures); } public int genTexture() { return GL11.glGenTextures(); } public void generateMipmap(int target) { EXTFramebufferObject.glGenerateMipmapEXT(target); } public String getActiveAttrib(int program, int index, IntBuffer size, Buffer type) { // FIXME this is less than ideal of course... IntBuffer typeTmp = BufferUtils.createIntBuffer(2); String name = GL20.glGetActiveAttrib(program, index, 256, typeTmp); size.put(typeTmp.get(0)); if (type instanceof IntBuffer) ((IntBuffer) type).put(typeTmp.get(1)); return name; } public String getActiveUniform(int program, int index, IntBuffer size, Buffer type) { // FIXME this is less than ideal of course... IntBuffer typeTmp = BufferUtils.createIntBuffer(2); String name = GL20.glGetActiveUniform(program, index, 256, typeTmp); size.put(typeTmp.get(0)); if (type instanceof IntBuffer) ((IntBuffer) type).put(typeTmp.get(1)); return name; } public void getAttachedShaders(int program, int maxcount, Buffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, (IntBuffer) count, shaders); } public int getAttribLocation(int program, String name) { return GL20.glGetAttribLocation(program, name); } public void getBooleanv(int pname, Buffer params) { GL11.glGetBoolean(pname, (ByteBuffer) params); } public void getBufferParameteriv(int target, int pname, IntBuffer params) { GL15.glGetBufferParameter(target, pname, params); } public int getError() { return GL11.glGetError(); } public void getFloatv(int pname, FloatBuffer params) { GL11.glGetFloat(pname, params); } public void getFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params) { EXTFramebufferObject.glGetFramebufferAttachmentParameterEXT(target, attachment, pname, params); } public void getIntegerv(int pname, IntBuffer params) { GL11.glGetInteger(pname, params); } public String getProgramInfoLog(int program) { ByteBuffer buffer = ByteBuffer.allocateDirect(1024 * 10); buffer.order(ByteOrder.nativeOrder()); ByteBuffer tmp = ByteBuffer.allocateDirect(4); tmp.order(ByteOrder.nativeOrder()); IntBuffer intBuffer = tmp.asIntBuffer(); GL20.glGetProgramInfoLog(program, intBuffer, buffer); int numBytes = intBuffer.get(0); byte[] bytes = new byte[numBytes]; buffer.get(bytes); return new String(bytes); } public void getProgramiv(int program, int pname, IntBuffer params) { GL20.glGetProgram(program, pname, params); } public void getRenderbufferParameteriv(int target, int pname, IntBuffer params) { EXTFramebufferObject.glGetRenderbufferParameterEXT(target, pname, params); } public String getShaderInfoLog(int shader) { ByteBuffer buffer = ByteBuffer.allocateDirect(1024 * 10); buffer.order(ByteOrder.nativeOrder()); ByteBuffer tmp = ByteBuffer.allocateDirect(4); tmp.order(ByteOrder.nativeOrder()); IntBuffer intBuffer = tmp.asIntBuffer(); GL20.glGetShaderInfoLog(shader, intBuffer, buffer); int numBytes = intBuffer.get(0); byte[] bytes = new byte[numBytes]; buffer.get(bytes); return new String(bytes); } public void getShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision) { throw new UnsupportedOperationException("unsupported, won't implement"); } public void getShaderiv(int shader, int pname, IntBuffer params) { GL20.glGetShader(shader, pname, params); } public String getString(int name) { return GL11.glGetString(name); } public void getTexParameterfv(int target, int pname, FloatBuffer params) { GL11.glGetTexParameter(target, pname, params); } public void getTexParameteriv(int target, int pname, IntBuffer params) { GL11.glGetTexParameter(target, pname, params); } public int getUniformLocation(int program, String name) { return GL20.glGetUniformLocation(program, name); } public void getUniformfv(int program, int location, FloatBuffer params) { GL20.glGetUniform(program, location, params); } public void getUniformiv(int program, int location, IntBuffer params) { GL20.glGetUniform(program, location, params); } public void getVertexAttribPointerv(int index, int pname, Buffer pointer) { throw new UnsupportedOperationException("unsupported, won't implement"); } public void getVertexAttribfv(int index, int pname, FloatBuffer params) { GL20.glGetVertexAttrib(index, pname, params); } public void getVertexAttribiv(int index, int pname, IntBuffer params) { GL20.glGetVertexAttrib(index, pname, params); } public void hint(int target, int mode) { GL11.glHint(target, mode); } public boolean isBuffer(int buffer) { return GL15.glIsBuffer(buffer); } public boolean isEnabled(int cap) { return GL11.glIsEnabled(cap); } public boolean isFramebuffer(int framebuffer) { return EXTFramebufferObject.glIsFramebufferEXT(framebuffer); } public boolean isProgram(int program) { return GL20.glIsProgram(program); } public boolean isRenderbuffer(int renderbuffer) { return EXTFramebufferObject.glIsRenderbufferEXT(renderbuffer); } public boolean isShader(int shader) { return GL20.glIsShader(shader); } public boolean isTexture(int texture) { return GL11.glIsTexture(texture); } public void lineWidth(float width) { GL11.glLineWidth(width); } public void linkProgram(int program) { GL20.glLinkProgram(program); } public void pixelStorei(int pname, int param) { GL11.glPixelStorei(pname, param); } public void polygonOffset(float factor, float units) { GL11.glPolygonOffset(factor, units); } public void readPixels(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 void releaseShaderCompiler() { // nothing to do here } public void renderbufferStorage(int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); } public void sampleCoverage(float value, boolean invert) { GL13.glSampleCoverage(value, invert); } public void scissor(int x, int y, int width, int height) { GL11.glScissor(x, y, width, height); } public void shaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) { throw new UnsupportedOperationException("unsupported, won't implement"); } public void shaderSource(int shader, String string) { GL20.glShaderSource(shader, string); } public void stencilFunc(int func, int ref, int mask) { GL11.glStencilFunc(func, ref, mask); } public void stencilFuncSeparate(int face, int func, int ref, int mask) { GL20.glStencilFuncSeparate(face, func, ref, mask); } public void stencilMask(int mask) { GL11.glStencilMask(mask); } public void stencilMaskSeparate(int face, int mask) { GL20.glStencilMaskSeparate(face, mask); } public void stencilOp(int fail, int zfail, int zpass) { GL11.glStencilOp(fail, zfail, zpass); } public void stencilOpSeparate(int face, int fail, int zfail, int zpass) { GL20.glStencilOpSeparate(face, fail, zfail, zpass); } public void texImage2D(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 void texParameterf(int target, int pname, float param) { GL11.glTexParameterf(target, pname, param); } public void texParameterfv(int target, int pname, FloatBuffer params) { GL11.glTexParameter(target, pname, params); } public void texParameteri(int target, int pname, int param) { GL11.glTexParameteri(target, pname, param); } public void texParameteriv(int target, int pname, IntBuffer params) { GL11.glTexParameter(target, pname, params); } public void texSubImage2D(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 void uniform1f(int location, float x) { GL20.glUniform1f(location, x); } public void uniform1fv(int location, int count, FloatBuffer v) { GL20.glUniform1(location, v); } public void uniform1fv(int location, int count, float[] v, int offset) { GL20.glUniform1(location, toFloatBuffer(v, offset, count)); } public void uniform1i(int location, int x) { GL20.glUniform1i(location, x); } public void uniform1iv(int location, int count, IntBuffer v) { GL20.glUniform1(location, v); } public void uniform1iv(int location, int count, int[] v, int offset) { GL20.glUniform1(location, toIntBuffer(v, offset, count)); } public void uniform2f(int location, float x, float y) { GL20.glUniform2f(location, x, y); } public void uniform2fv(int location, int count, FloatBuffer v) { GL20.glUniform2(location, v); } public void uniform2fv(int location, int count, float[] v, int offset) { GL20.glUniform2(location, toFloatBuffer(v, offset, count << 1)); } public void uniform2i(int location, int x, int y) { GL20.glUniform2i(location, x, y); } public void uniform2iv(int location, int count, IntBuffer v) { GL20.glUniform2(location, v); } public void uniform2iv(int location, int count, int[] v, int offset) { GL20.glUniform2(location, toIntBuffer(v, offset, count << 1)); } public void uniform3f(int location, float x, float y, float z) { GL20.glUniform3f(location, x, y, z); } public void uniform3fv(int location, int count, FloatBuffer v) { GL20.glUniform3(location, v); } public void uniform3fv(int location, int count, float[] v, int offset) { GL20.glUniform3(location, toFloatBuffer(v, offset, count * 3)); } public void uniform3i(int location, int x, int y, int z) { GL20.glUniform3i(location, x, y, z); } public void uniform3iv(int location, int count, IntBuffer v) { GL20.glUniform3(location, v); } public void uniform3iv(int location, int count, int[] v, int offset) { GL20.glUniform3(location, toIntBuffer(v, offset, count * 3)); } public void uniform4f(int location, float x, float y, float z, float w) { GL20.glUniform4f(location, x, y, z, w); } public void uniform4fv(int location, int count, FloatBuffer v) { GL20.glUniform4(location, v); } public void uniform4fv(int location, int count, float[] v, int offset) { GL20.glUniform4(location, toFloatBuffer(v, offset, count << 2)); } public void uniform4i(int location, int x, int y, int z, int w) { GL20.glUniform4i(location, x, y, z, w); } public void uniform4iv(int location, int count, IntBuffer v) { GL20.glUniform4(location, v); } public void uniform4iv(int location, int count, int[] v, int offset) { GL20.glUniform4(location, toIntBuffer(v, offset, count << 2)); } public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value) { GL20.glUniformMatrix2(location, transpose, value); } public void uniformMatrix2fv(int location, int count, boolean transpose, float[] value, int offset) { GL20.glUniformMatrix2(location, transpose, toFloatBuffer(value, offset, count << 2)); } public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value) { GL20.glUniformMatrix3(location, transpose, value); } public void uniformMatrix3fv(int location, int count, boolean transpose, float[] value, int offset) { GL20.glUniformMatrix3(location, transpose, toFloatBuffer(value, offset, count * 9)); } public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value) { GL20.glUniformMatrix4(location, transpose, value); } public void uniformMatrix4fv(int location, int count, boolean transpose, float[] value, int offset) { GL20.glUniformMatrix4(location, transpose, toFloatBuffer(value, offset, count << 4)); } public void useProgram(int program) { GL20.glUseProgram(program); } public void validateProgram(int program) { GL20.glValidateProgram(program); } public void vertexAttrib1f(int indx, float x) { GL20.glVertexAttrib1f(indx, x); } public void vertexAttrib1fv(int indx, FloatBuffer values) { GL20.glVertexAttrib1f(indx, values.get()); } public void vertexAttrib2f(int indx, float x, float y) { GL20.glVertexAttrib2f(indx, x, y); } public void vertexAttrib2fv(int indx, FloatBuffer values) { GL20.glVertexAttrib2f(indx, values.get(), values.get()); } public void vertexAttrib3f(int indx, float x, float y, float z) { GL20.glVertexAttrib3f(indx, x, y, z); } public void vertexAttrib3fv(int indx, FloatBuffer values) { GL20.glVertexAttrib3f(indx, values.get(), values.get(), values.get()); } public void vertexAttrib4f(int indx, float x, float y, float z, float w) { GL20.glVertexAttrib4f(indx, x, y, z, w); } public void vertexAttrib4fv(int indx, FloatBuffer values) { GL20.glVertexAttrib4f(indx, values.get(), values.get(), values.get(), values.get()); } public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer buffer) { if (buffer instanceof ByteBuffer) { if (type == BYTE) GL20.glVertexAttribPointer(indx, size, false, normalized, stride, (ByteBuffer) buffer); else if (type == UNSIGNED_BYTE) GL20.glVertexAttribPointer(indx, size, true, normalized, stride, (ByteBuffer) buffer); else if (type == SHORT) GL20.glVertexAttribPointer(indx, size, false, normalized, stride, ((ByteBuffer) buffer).asShortBuffer()); else if (type == UNSIGNED_SHORT) GL20.glVertexAttribPointer(indx, size, true, normalized, stride, ((ByteBuffer) buffer).asShortBuffer()); else if (type == FLOAT) GL20.glVertexAttribPointer(indx, size, normalized, stride, ((ByteBuffer) buffer).asFloatBuffer()); else throw new GdxRuntimeException("Can't use " + buffer.getClass().getName() + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL"); } else if (buffer instanceof FloatBuffer) { if (type == FLOAT) GL20.glVertexAttribPointer(indx, size, normalized, stride, (FloatBuffer) buffer); else throw new GdxRuntimeException( "Can't use " + buffer.getClass().getName() + " with type " + type + " with this method."); } else throw new GdxRuntimeException("Can't use " + buffer.getClass().getName() + " with this method. Use ByteBuffer instead. Blame LWJGL"); } public void viewport(int x, int y, int width, int height) { GL11.glViewport(x, y, width, height); } public void drawElements(int mode, int count, int type, int indices) { GL11.glDrawElements(mode, count, type, indices); } public void vertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, int ptr) { GL20.glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } public void getShaderSource(int shader, int bufsize, Buffer length, String source) { } }