org.voxels.platform.LWJGLOpenGLAdapter.java Source code

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Here is the source code for org.voxels.platform.LWJGLOpenGLAdapter.java

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/**
 * this file is part of voxels
 * 
 * voxels is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * voxels 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with voxels.  If not, see <http://www.gnu.org/licenses/>.
 */
package org.voxels.platform;

import java.nio.ByteBuffer;
import java.nio.FloatBuffer;

import org.lwjgl.opengl.GL11;

/** @author jacob */
public class LWJGLOpenGLAdapter implements OpenGL {
    /**
     * 
     */
    public LWJGLOpenGLAdapter() {
    }

    @Override
    public int GL_TRIANGLES() {
        return GL11.GL_TRIANGLES;
    }

    @Override
    public int GL_DEPTH_BUFFER_BIT() {
        return GL11.GL_DEPTH_BUFFER_BIT;
    }

    @Override
    public int GL_DEPTH_TEST() {
        return GL11.GL_DEPTH_TEST;
    }

    @Override
    public void glClear(final int mask) {
        GL11.glClear(mask);
    }

    @Override
    public void glEnable(final int cap) {
        GL11.glEnable(cap);
    }

    @Override
    public int GL_TEXTURE_2D() {
        return GL11.GL_TEXTURE_2D;
    }

    @Override
    public int GL_ALPHA_TEST() {
        return GL11.GL_ALPHA_TEST;
    }

    @Override
    public int GL_CULL_FACE() {
        return GL11.GL_CULL_FACE;
    }

    @Override
    public int GL_BLEND() {
        return GL11.GL_BLEND;
    }

    @Override
    public int GL_BACK() {
        return GL11.GL_BACK;
    }

    @Override
    public int GL_CCW() {
        return GL11.GL_CCW;
    }

    @Override
    public void glCullFace(final int mode) {
        GL11.glCullFace(mode);
    }

    @Override
    public void glFrontFace(final int mode) {
        GL11.glFrontFace(mode);
    }

    @Override
    public int GL_LESS() {
        return GL11.GL_LESS;
    }

    @Override
    public int GL_ONE_MINUS_SRC_ALPHA() {
        return GL11.GL_ONE_MINUS_SRC_ALPHA;
    }

    @Override
    public int GL_SRC_ALPHA() {
        return GL11.GL_SRC_ALPHA;
    }

    @Override
    public int GL_TEXTURE_ENV() {
        return GL11.GL_TEXTURE_ENV;
    }

    @Override
    public int GL_TEXTURE_ENV_MODE() {
        return GL11.GL_TEXTURE_ENV_MODE;
    }

    @Override
    public int GL_MODULATE() {
        return GL11.GL_MODULATE;
    }

    @Override
    public void glAlphaFunc(final int func, final float ref) {
        GL11.glAlphaFunc(func, ref);
    }

    @Override
    public void glBlendFunc(final int sfactor, final int dfactor) {
        GL11.glBlendFunc(sfactor, dfactor);
    }

    @Override
    public void glTexEnvi(final int target, final int pname, final int param) {
        GL11.glTexEnvi(target, pname, param);
    }

    @Override
    public int GL_PERSPECTIVE_CORRECTION_HINT() {
        return GL11.GL_PERSPECTIVE_CORRECTION_HINT;
    }

    @Override
    public int GL_NICEST() {
        return GL11.GL_NICEST;
    }

    @Override
    public int GL_PROJECTION() {
        return GL11.GL_PROJECTION;
    }

    @Override
    public void glHint(final int target, final int mode) {
        GL11.glHint(target, mode);
    }

    @Override
    public void glViewport(final int x, final int y, final int width, final int height) {
        GL11.glViewport(x, y, width, height);
    }

    @Override
    public void glMatrixMode(final int mode) {
        GL11.glMatrixMode(mode);
    }

    @Override
    public void glLoadIdentity() {
        GL11.glLoadIdentity();
    }

    @Override
    public void glFrustum(final double left, final double right, final double bottom, final double top,
            final double zNear, final double zFar) {
        GL11.glFrustum(left, right, bottom, top, zNear, zFar);
    }

    @Override
    public int GL_COLOR_BUFFER_BIT() {
        return GL11.GL_COLOR_BUFFER_BIT;
    }

    @Override
    public int GL_MODELVIEW() {
        return GL11.GL_MODELVIEW;
    }

    @Override
    public void glPushMatrix() {
        GL11.glPushMatrix();
    }

    @Override
    public void glPopMatrix() {
        GL11.glPopMatrix();
    }

    @Override
    public void glFinish() {
        GL11.glFinish();
    }

    @Override
    public void glDepthMask(final boolean flag) {
        GL11.glDepthMask(flag);
    }

    @Override
    public void glColor4f(final float r, final float g, final float b, final float a) {
        GL11.glColor4f(r, g, b, a);
    }

    @Override
    public void glClearColor(final float r, final float g, final float b, final float a) {
        GL11.glClearColor(r, g, b, a);
    }

    @Override
    public void glBindTexture(final int target, final int texture) {
        GL11.glBindTexture(target, texture);
    }

    @Override
    public void glDeleteTextures(final int texture) {
        GL11.glDeleteTextures(texture);
    }

    @Override
    public int glGenTextures() {
        return GL11.glGenTextures();
    }

    @Override
    public int GL_TEXTURE_WRAP_S() {
        return GL11.GL_TEXTURE_WRAP_S;
    }

    @Override
    public int GL_TEXTURE_WRAP_T() {
        return GL11.GL_TEXTURE_WRAP_T;
    }

    @Override
    public int GL_REPEAT() {
        return GL11.GL_REPEAT;
    }

    @Override
    public void glTexParameteri(final int target, final int pname, final int param) {
        GL11.glTexParameteri(target, pname, param);
    }

    @Override
    public int GL_TEXTURE_MAG_FILTER() {
        return GL11.GL_TEXTURE_MAG_FILTER;
    }

    @Override
    public int GL_NEAREST() {
        return GL11.GL_NEAREST;
    }

    @Override
    public int GL_TEXTURE_MIN_FILTER() {
        return GL11.GL_TEXTURE_MIN_FILTER;
    }

    @Override
    public int GL_UNPACK_ALIGNMENT() {
        return GL11.GL_UNPACK_ALIGNMENT;
    }

    @Override
    public void glPixelStorei(final int pname, final int param) {
        GL11.glPixelStorei(pname, param);
    }

    @Override
    public int GL_RGBA() {
        return GL11.GL_RGBA;
    }

    @Override
    public int GL_UNSIGNED_BYTE() {
        return GL11.GL_UNSIGNED_BYTE;
    }

    @Override
    public void glTexImage2D(final int target, final int level, final int internalformat, final int width,
            final int height, final int border, final int format, final int type, final ByteBuffer pixels) {
        GL11.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
    }

    @Override
    public void glMultMatrix(final FloatBuffer buf) {
        GL11.glMultMatrix(buf);
    }

    @Override
    public void glLoadMatrix(final FloatBuffer buf) {
        GL11.glLoadMatrix(buf);
    }

    @Override
    public int GL_LINES() {
        return GL11.GL_LINES;
    }

    @Override
    public void glBegin(final int mode) {
        GL11.glBegin(mode);
    }

    @Override
    public void glEnd() {
        GL11.glEnd();
    }

    @Override
    public void glVertex3f(final float x, final float y, final float z) {
        GL11.glVertex3f(x, y, z);
    }

    @Override
    public void glTexCoord2f(final float s, final float t) {
        GL11.glTexCoord2f(s, t);
    }

    @Override
    public void glColor3f(final int r, final int g, final int b) {
        GL11.glColor3f(r, g, b);
    }

    @Override
    public int GL_COLOR_ARRAY() {
        return GL11.GL_COLOR_ARRAY;
    }

    @Override
    public void glEnableClientState(final int cap) {
        GL11.glEnableClientState(cap);
    }

    @Override
    public int GL_TEXTURE_COORD_ARRAY() {
        return GL11.GL_TEXTURE_COORD_ARRAY;
    }

    @Override
    public int GL_VERTEX_ARRAY() {
        return GL11.GL_VERTEX_ARRAY;
    }

    @Override
    public void glVertexPointer(final FloatBuffer pointer) {
        GL11.glVertexPointer(3, 0, pointer);
    }

    @Override
    public void glTexCoordPointer(final FloatBuffer pointer) {
        GL11.glTexCoordPointer(2, 0, pointer);
    }

    @Override
    public void glColorPointer(final FloatBuffer pointer) {
        GL11.glColorPointer(4, 0, pointer);
    }

    @Override
    public void glDrawArrays(final int mode, final int first, final int count) {
        GL11.glDrawArrays(mode, first, count);
    }

    @Override
    public void glDisableClientState(final int cap) {
        GL11.glDisableClientState(cap);
    }

    @Override
    public void bindContext() {
    }

    @Override
    public void releaseContext() {
    }

    @Override
    public int GL_POINTS() {
        return GL11.GL_POINTS;
    }
}