Java tutorial
/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */ /* Part of the Processing project - http://processing.org Copyright (c) 2011-12 Ben Fry and Casey Reas This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ package processing.opengl; import java.awt.Canvas; import java.awt.Font; import java.awt.FontMetrics; import java.awt.Shape; import java.awt.font.FontRenderContext; import java.awt.font.GlyphVector; import java.awt.geom.PathIterator; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.ARBES2Compatibility; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.EXTFramebufferObject; import org.lwjgl.opengl.EXTTextureFilterAnisotropic; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import org.lwjgl.opengl.GL13; import org.lwjgl.opengl.GL14; import org.lwjgl.opengl.GL15; import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL30; import org.lwjgl.opengl.GL31; import org.lwjgl.util.glu.GLU; import org.lwjgl.util.glu.GLUtessellator; import org.lwjgl.util.glu.GLUtessellatorCallbackAdapter; import processing.opengl.PGL; import processing.opengl.PGraphicsOpenGL; /** * Processing-OpenGL abstraction layer. LWJGL implementation. * * Some issues: * http://lwjgl.org/forum/index.php/topic,4711.0.html * http://www.java-gaming.org/topics/cannot-add-mouselistener-to-java-awt-canvas-with-lwjgl-on-windows/24650/view.html * */ public class PLWJGL extends PGL { // ........................................................ // Public members to access the underlying GL objects and canvas /** GLU interface **/ public static GLU glu; /** The canvas where OpenGL rendering takes place */ public static Canvas canvas; // ........................................................ // Utility buffers to copy projection/modelview matrices to GL protected FloatBuffer projMatrix; protected FloatBuffer mvMatrix; // ........................................................ // Static initialization for some parameters that need to be different for // LWJGL static { MIN_DIRECT_BUFFER_SIZE = 16; INDEX_TYPE = GL11.GL_UNSIGNED_SHORT; } /////////////////////////////////////////////////////////// // Initialization, finalization public PLWJGL(PGraphicsOpenGL pg) { super(pg); if (glu == null) glu = new GLU(); } public Canvas getCanvas() { return canvas; } // protected void setFps(float fps) { // if (!setFps || targetFps != fps) { // if (60 < fps) { // // Disables v-sync // System.err.println("Disabling VSync"); // Display.setVSyncEnabled(false); //// Display.sync((int)fps); // } else { // Display.setVSyncEnabled(true); // } // targetFps = currentFps = fps; // setFps = true; // } // } /* protected void initSurface(int antialias) { if (canvas != null) { keyPoller.requestStop(); mousePoller.requestStop(); try { Display.setParent(null); } catch (LWJGLException e) { e.printStackTrace(); } Display.destroy(); pg.parent.remove(canvas); } canvas = new Canvas(); canvas.setFocusable(true); canvas.requestFocus(); canvas.setBackground(new Color(pg.backgroundColor, true)); canvas.setBounds(0, 0, pg.parent.width, pg.parent.height); pg.parent.setLayout(new BorderLayout()); pg.parent.add(canvas, BorderLayout.CENTER); try { DisplayMode[] modes = Display.getAvailableDisplayModes(); int bpp = 0; for (int i = 0; i < modes.length; i++) { bpp = PApplet.max(modes[i].getBitsPerPixel(), bpp); } PixelFormat format; if (USE_FBOLAYER_BY_DEFAULT) { format = new PixelFormat(bpp, REQUESTED_ALPHA_BITS, REQUESTED_DEPTH_BITS, REQUESTED_STENCIL_BITS, 1); reqNumSamples = qualityToSamples(antialias); fboLayerRequested = true; } else { format = new PixelFormat(bpp, REQUESTED_ALPHA_BITS, REQUESTED_DEPTH_BITS, REQUESTED_STENCIL_BITS, antialias); fboLayerRequested = false; } Display.setDisplayMode(new DisplayMode(pg.parent.width, pg.parent.height)); int argb = pg.backgroundColor; float r = ((argb >> 16) & 0xff) / 255.0f; float g = ((argb >> 8) & 0xff) / 255.0f; float b = ((argb) & 0xff) / 255.0f; Display.setInitialBackground(r, g, b); Display.setParent(canvas); Display.create(format); // Might be useful later to specify the context attributes. // http://lwjgl.org/javadoc/org/lwjgl/opengl/ContextAttribs.html // ContextAttribs contextAtrributes = new ContextAttribs(4, 0); // contextAtrributes.withForwardCompatible(true); // contextAtrributes.withProfileCore(true); // Display.create(pixelFormat, contextAtrributes); } catch (LWJGLException e) { e.printStackTrace(); } glContext = Display.getDrawable().hashCode(); registerListeners(); fboLayerCreated = false; fboLayerInUse = false; firstFrame = true; setFps = false; } */ // protected void reinitSurface() { } // protected void registerListeners() { // keyPoller = new KeyPoller(pg.parent); // keyPoller.start(); // // mousePoller = new MousePoller(pg.parent); // mousePoller.start(); // } /////////////////////////////////////////////////////////// // Frame rendering // protected boolean canDraw() { // return pg.initialized && pg.parent.isDisplayable(); // } // // protected void requestFocus() { } // protected void requestDraw() { // if (pg.initialized) { // glThread = Thread.currentThread(); // pg.parent.handleDraw(); // Display.update(); // } // } // // // protected void swapBuffers() { // try { // Display.swapBuffers(); // } catch (LWJGLException e) { // e.printStackTrace(); // } // } @Override protected void beginGL() { if (projMatrix == null) { projMatrix = allocateFloatBuffer(16); } GL11.glMatrixMode(GL11.GL_PROJECTION); projMatrix.rewind(); projMatrix.put(pg.projection.m00); projMatrix.put(pg.projection.m10); projMatrix.put(pg.projection.m20); projMatrix.put(pg.projection.m30); projMatrix.put(pg.projection.m01); projMatrix.put(pg.projection.m11); projMatrix.put(pg.projection.m21); projMatrix.put(pg.projection.m31); projMatrix.put(pg.projection.m02); projMatrix.put(pg.projection.m12); projMatrix.put(pg.projection.m22); projMatrix.put(pg.projection.m32); projMatrix.put(pg.projection.m03); projMatrix.put(pg.projection.m13); projMatrix.put(pg.projection.m23); projMatrix.put(pg.projection.m33); projMatrix.rewind(); GL11.glLoadMatrix(projMatrix); if (mvMatrix == null) { mvMatrix = allocateFloatBuffer(16); } GL11.glMatrixMode(GL11.GL_MODELVIEW); mvMatrix.rewind(); mvMatrix.put(pg.modelview.m00); mvMatrix.put(pg.modelview.m10); mvMatrix.put(pg.modelview.m20); mvMatrix.put(pg.modelview.m30); mvMatrix.put(pg.modelview.m01); mvMatrix.put(pg.modelview.m11); mvMatrix.put(pg.modelview.m21); mvMatrix.put(pg.modelview.m31); mvMatrix.put(pg.modelview.m02); mvMatrix.put(pg.modelview.m12); mvMatrix.put(pg.modelview.m22); mvMatrix.put(pg.modelview.m32); mvMatrix.put(pg.modelview.m03); mvMatrix.put(pg.modelview.m13); mvMatrix.put(pg.modelview.m23); mvMatrix.put(pg.modelview.m33); mvMatrix.rewind(); GL11.glLoadMatrix(mvMatrix); } /////////////////////////////////////////////////////////// // Utility functions protected static ByteBuffer allocateDirectByteBuffer(int size) { return BufferUtils.createByteBuffer(size); } protected static ShortBuffer allocateDirectShortBuffer(int size) { return BufferUtils.createShortBuffer(size); } protected static IntBuffer allocateDirectIntBuffer(int size) { return BufferUtils.createIntBuffer(size); } protected static FloatBuffer allocateDirectFloatBuffer(int size) { return BufferUtils.createFloatBuffer(size); } @Override protected int getFontAscent(Object font) { return pg.getFontMetrics((Font) font).getAscent(); } @Override protected int getFontDescent(Object font) { return pg.getFontMetrics((Font) font).getDescent(); } @Override protected int getTextWidth(Object font, char buffer[], int start, int stop) { // maybe should use one of the newer/fancier functions for this? int length = stop - start; FontMetrics metrics = pg.getFontMetrics((Font) font); return metrics.charsWidth(buffer, start, length); } @Override protected Object getDerivedFont(Object font, float size) { return ((Font) font).deriveFont(size); } /////////////////////////////////////////////////////////// // Tessellator interface @Override protected Tessellator createTessellator(TessellatorCallback callback) { return new Tessellator(callback); } protected class Tessellator implements PGL.Tessellator { protected GLUtessellator tess; protected TessellatorCallback callback; protected GLUCallback gluCallback; public Tessellator(TessellatorCallback callback) { this.callback = callback; tess = GLU.gluNewTess(); gluCallback = new GLUCallback(); tess.gluTessCallback(GLU.GLU_TESS_BEGIN, gluCallback); tess.gluTessCallback(GLU.GLU_TESS_END, gluCallback); tess.gluTessCallback(GLU.GLU_TESS_VERTEX, gluCallback); tess.gluTessCallback(GLU.GLU_TESS_COMBINE, gluCallback); tess.gluTessCallback(GLU.GLU_TESS_ERROR, gluCallback); } public void beginPolygon() { tess.gluTessBeginPolygon(null); } public void endPolygon() { tess.gluTessEndPolygon(); } public void setWindingRule(int rule) { tess.gluTessProperty(GLU.GLU_TESS_WINDING_RULE, rule); } public void beginContour() { tess.gluTessBeginContour(); } public void endContour() { tess.gluTessEndContour(); } public void addVertex(double[] v) { tess.gluTessVertex(v, 0, v); } protected class GLUCallback extends GLUtessellatorCallbackAdapter { @Override public void begin(int type) { callback.begin(type); } @Override public void end() { callback.end(); } @Override public void vertex(Object data) { callback.vertex(data); } @Override public void combine(double[] coords, Object[] data, float[] weight, Object[] outData) { callback.combine(coords, data, weight, outData); } @Override public void error(int errnum) { callback.error(errnum); } } } @Override protected String tessError(int err) { return GLU.gluErrorString(err); } /////////////////////////////////////////////////////////// // Font outline static { SHAPE_TEXT_SUPPORTED = true; SEG_MOVETO = PathIterator.SEG_MOVETO; SEG_LINETO = PathIterator.SEG_LINETO; SEG_QUADTO = PathIterator.SEG_QUADTO; SEG_CUBICTO = PathIterator.SEG_CUBICTO; SEG_CLOSE = PathIterator.SEG_CLOSE; } @Override protected FontOutline createFontOutline(char ch, Object font) { return new FontOutline(ch, (Font) font); } protected class FontOutline implements PGL.FontOutline { PathIterator iter; public FontOutline(char ch, Font font) { char textArray[] = new char[] { ch }; FontRenderContext frc = pg.getFontRenderContext(font); GlyphVector gv = font.createGlyphVector(frc, textArray); Shape shp = gv.getOutline(); iter = shp.getPathIterator(null); } public boolean isDone() { return iter.isDone(); } public int currentSegment(float coords[]) { return iter.currentSegment(coords); } public void next() { iter.next(); } } /////////////////////////////////////////////////////////// // Constants static { FALSE = GL11.GL_FALSE; TRUE = GL11.GL_TRUE; INT = GL11.GL_INT; BYTE = GL11.GL_BYTE; SHORT = GL11.GL_SHORT; FLOAT = GL11.GL_FLOAT; BOOL = GL20.GL_BOOL; UNSIGNED_INT = GL11.GL_UNSIGNED_INT; UNSIGNED_BYTE = GL11.GL_UNSIGNED_BYTE; UNSIGNED_SHORT = GL11.GL_UNSIGNED_SHORT; RGB = GL11.GL_RGB; RGBA = GL11.GL_RGBA; ALPHA = GL11.GL_ALPHA; LUMINANCE = GL11.GL_LUMINANCE; LUMINANCE_ALPHA = GL11.GL_LUMINANCE_ALPHA; UNSIGNED_SHORT_5_6_5 = GL12.GL_UNSIGNED_SHORT_5_6_5; UNSIGNED_SHORT_4_4_4_4 = GL12.GL_UNSIGNED_SHORT_4_4_4_4; UNSIGNED_SHORT_5_5_5_1 = GL12.GL_UNSIGNED_SHORT_5_5_5_1; RGBA4 = GL11.GL_RGBA4; RGB5_A1 = GL11.GL_RGB5_A1; RGB565 = ARBES2Compatibility.GL_RGB565; RGB8 = GL11.GL_RGB8; RGBA8 = GL11.GL_RGBA8; ALPHA8 = GL11.GL_ALPHA8; READ_ONLY = GL15.GL_READ_ONLY; WRITE_ONLY = GL15.GL_WRITE_ONLY; READ_WRITE = GL15.GL_READ_WRITE; TESS_WINDING_NONZERO = GLU.GLU_TESS_WINDING_NONZERO; TESS_WINDING_ODD = GLU.GLU_TESS_WINDING_ODD; GENERATE_MIPMAP_HINT = GL14.GL_GENERATE_MIPMAP_HINT; FASTEST = GL11.GL_FASTEST; NICEST = GL11.GL_NICEST; DONT_CARE = GL11.GL_DONT_CARE; VENDOR = GL11.GL_VENDOR; RENDERER = GL11.GL_RENDERER; VERSION = GL11.GL_VERSION; EXTENSIONS = GL11.GL_EXTENSIONS; SHADING_LANGUAGE_VERSION = GL20.GL_SHADING_LANGUAGE_VERSION; MAX_SAMPLES = GL30.GL_MAX_SAMPLES; SAMPLES = GL13.GL_SAMPLES; ALIASED_LINE_WIDTH_RANGE = GL12.GL_ALIASED_LINE_WIDTH_RANGE; ALIASED_POINT_SIZE_RANGE = GL12.GL_ALIASED_POINT_SIZE_RANGE; DEPTH_BITS = GL11.GL_DEPTH_BITS; STENCIL_BITS = GL11.GL_STENCIL_BITS; CCW = GL11.GL_CCW; CW = GL11.GL_CW; VIEWPORT = GL11.GL_VIEWPORT; ARRAY_BUFFER = GL15.GL_ARRAY_BUFFER; ELEMENT_ARRAY_BUFFER = GL15.GL_ELEMENT_ARRAY_BUFFER; MAX_VERTEX_ATTRIBS = GL20.GL_MAX_VERTEX_ATTRIBS; STATIC_DRAW = GL15.GL_STATIC_DRAW; DYNAMIC_DRAW = GL15.GL_DYNAMIC_DRAW; STREAM_DRAW = GL15.GL_STREAM_DRAW; BUFFER_SIZE = GL15.GL_BUFFER_SIZE; BUFFER_USAGE = GL15.GL_BUFFER_USAGE; POINTS = GL11.GL_POINTS; LINE_STRIP = GL11.GL_LINE_STRIP; LINE_LOOP = GL11.GL_LINE_LOOP; LINES = GL11.GL_LINES; TRIANGLE_FAN = GL11.GL_TRIANGLE_FAN; TRIANGLE_STRIP = GL11.GL_TRIANGLE_STRIP; TRIANGLES = GL11.GL_TRIANGLES; CULL_FACE = GL11.GL_CULL_FACE; FRONT = GL11.GL_FRONT; BACK = GL11.GL_BACK; FRONT_AND_BACK = GL11.GL_FRONT_AND_BACK; POLYGON_OFFSET_FILL = GL11.GL_POLYGON_OFFSET_FILL; UNPACK_ALIGNMENT = GL11.GL_UNPACK_ALIGNMENT; PACK_ALIGNMENT = GL11.GL_PACK_ALIGNMENT; TEXTURE_2D = GL11.GL_TEXTURE_2D; TEXTURE_RECTANGLE = GL31.GL_TEXTURE_RECTANGLE; TEXTURE_BINDING_2D = GL11.GL_TEXTURE_BINDING_2D; TEXTURE_BINDING_RECTANGLE = GL31.GL_TEXTURE_BINDING_RECTANGLE; MAX_TEXTURE_SIZE = GL11.GL_MAX_TEXTURE_SIZE; TEXTURE_MAX_ANISOTROPY = EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT; MAX_TEXTURE_MAX_ANISOTROPY = EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT; MAX_VERTEX_TEXTURE_IMAGE_UNITS = GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; MAX_TEXTURE_IMAGE_UNITS = GL20.GL_MAX_TEXTURE_IMAGE_UNITS; MAX_COMBINED_TEXTURE_IMAGE_UNITS = GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; NUM_COMPRESSED_TEXTURE_FORMATS = GL13.GL_NUM_COMPRESSED_TEXTURE_FORMATS; COMPRESSED_TEXTURE_FORMATS = GL13.GL_COMPRESSED_TEXTURE_FORMATS; NEAREST = GL11.GL_NEAREST; LINEAR = GL11.GL_LINEAR; LINEAR_MIPMAP_NEAREST = GL11.GL_LINEAR_MIPMAP_NEAREST; LINEAR_MIPMAP_LINEAR = GL11.GL_LINEAR_MIPMAP_LINEAR; CLAMP_TO_EDGE = GL12.GL_CLAMP_TO_EDGE; REPEAT = GL11.GL_REPEAT; TEXTURE0 = GL13.GL_TEXTURE0; TEXTURE1 = GL13.GL_TEXTURE1; TEXTURE2 = GL13.GL_TEXTURE2; TEXTURE3 = GL13.GL_TEXTURE3; TEXTURE_MIN_FILTER = GL11.GL_TEXTURE_MIN_FILTER; TEXTURE_MAG_FILTER = GL11.GL_TEXTURE_MAG_FILTER; TEXTURE_WRAP_S = GL11.GL_TEXTURE_WRAP_S; TEXTURE_WRAP_T = GL11.GL_TEXTURE_WRAP_T; TEXTURE_WRAP_R = GL12.GL_TEXTURE_WRAP_R; TEXTURE_CUBE_MAP = GL13.GL_TEXTURE_CUBE_MAP; TEXTURE_CUBE_MAP_POSITIVE_X = GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X; TEXTURE_CUBE_MAP_POSITIVE_Y = GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_Y; TEXTURE_CUBE_MAP_POSITIVE_Z = GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_Z; TEXTURE_CUBE_MAP_NEGATIVE_X = GL13.GL_TEXTURE_CUBE_MAP_NEGATIVE_X; TEXTURE_CUBE_MAP_NEGATIVE_Y = GL13.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; TEXTURE_CUBE_MAP_NEGATIVE_Z = GL13.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; VERTEX_SHADER = GL20.GL_VERTEX_SHADER; FRAGMENT_SHADER = GL20.GL_FRAGMENT_SHADER; INFO_LOG_LENGTH = GL20.GL_INFO_LOG_LENGTH; SHADER_SOURCE_LENGTH = GL20.GL_SHADER_SOURCE_LENGTH; COMPILE_STATUS = GL20.GL_COMPILE_STATUS; LINK_STATUS = GL20.GL_LINK_STATUS; VALIDATE_STATUS = GL20.GL_VALIDATE_STATUS; SHADER_TYPE = GL20.GL_SHADER_TYPE; DELETE_STATUS = GL20.GL_DELETE_STATUS; FLOAT_VEC2 = GL20.GL_FLOAT_VEC2; FLOAT_VEC3 = GL20.GL_FLOAT_VEC3; FLOAT_VEC4 = GL20.GL_FLOAT_VEC4; FLOAT_MAT2 = GL20.GL_FLOAT_MAT2; FLOAT_MAT3 = GL20.GL_FLOAT_MAT3; FLOAT_MAT4 = GL20.GL_FLOAT_MAT4; INT_VEC2 = GL20.GL_INT_VEC2; INT_VEC3 = GL20.GL_INT_VEC3; INT_VEC4 = GL20.GL_INT_VEC4; BOOL_VEC2 = GL20.GL_BOOL_VEC2; BOOL_VEC3 = GL20.GL_BOOL_VEC3; BOOL_VEC4 = GL20.GL_BOOL_VEC4; SAMPLER_2D = GL20.GL_SAMPLER_2D; SAMPLER_CUBE = GL20.GL_SAMPLER_CUBE; LOW_FLOAT = ARBES2Compatibility.GL_LOW_FLOAT; MEDIUM_FLOAT = ARBES2Compatibility.GL_MEDIUM_FLOAT; HIGH_FLOAT = ARBES2Compatibility.GL_HIGH_FLOAT; LOW_INT = ARBES2Compatibility.GL_LOW_INT; MEDIUM_INT = ARBES2Compatibility.GL_MEDIUM_INT; HIGH_INT = ARBES2Compatibility.GL_HIGH_INT; CURRENT_VERTEX_ATTRIB = GL20.GL_CURRENT_VERTEX_ATTRIB; VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = GL15.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING; VERTEX_ATTRIB_ARRAY_ENABLED = GL20.GL_VERTEX_ATTRIB_ARRAY_ENABLED; VERTEX_ATTRIB_ARRAY_SIZE = GL20.GL_VERTEX_ATTRIB_ARRAY_SIZE; VERTEX_ATTRIB_ARRAY_STRIDE = GL20.GL_VERTEX_ATTRIB_ARRAY_STRIDE; VERTEX_ATTRIB_ARRAY_TYPE = GL20.GL_VERTEX_ATTRIB_ARRAY_TYPE; VERTEX_ATTRIB_ARRAY_NORMALIZED = GL20.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED; VERTEX_ATTRIB_ARRAY_POINTER = GL20.GL_VERTEX_ATTRIB_ARRAY_POINTER; BLEND = GL11.GL_BLEND; ONE = GL11.GL_ONE; ZERO = GL11.GL_ZERO; SRC_ALPHA = GL11.GL_SRC_ALPHA; DST_ALPHA = GL11.GL_DST_ALPHA; ONE_MINUS_SRC_ALPHA = GL11.GL_ONE_MINUS_SRC_ALPHA; ONE_MINUS_DST_COLOR = GL11.GL_ONE_MINUS_DST_COLOR; ONE_MINUS_SRC_COLOR = GL11.GL_ONE_MINUS_SRC_COLOR; DST_COLOR = GL11.GL_DST_COLOR; SRC_COLOR = GL11.GL_SRC_COLOR; SAMPLE_ALPHA_TO_COVERAGE = GL13.GL_SAMPLE_ALPHA_TO_COVERAGE; SAMPLE_COVERAGE = GL13.GL_SAMPLE_COVERAGE; KEEP = GL11.GL_KEEP; REPLACE = GL11.GL_REPLACE; INCR = GL11.GL_INCR; DECR = GL11.GL_DECR; INVERT = GL11.GL_INVERT; INCR_WRAP = GL14.GL_INCR_WRAP; DECR_WRAP = GL14.GL_DECR_WRAP; NEVER = GL11.GL_NEVER; ALWAYS = GL11.GL_ALWAYS; EQUAL = GL11.GL_EQUAL; LESS = GL11.GL_LESS; LEQUAL = GL11.GL_LEQUAL; GREATER = GL11.GL_GREATER; GEQUAL = GL11.GL_GEQUAL; NOTEQUAL = GL11.GL_NOTEQUAL; FUNC_ADD = GL14.GL_FUNC_ADD; FUNC_MIN = GL14.GL_MIN; FUNC_MAX = GL14.GL_MAX; FUNC_REVERSE_SUBTRACT = GL14.GL_FUNC_REVERSE_SUBTRACT; FUNC_SUBTRACT = GL14.GL_FUNC_SUBTRACT; DITHER = GL11.GL_DITHER; CONSTANT_COLOR = GL11.GL_CONSTANT_COLOR; CONSTANT_ALPHA = GL11.GL_CONSTANT_ALPHA; ONE_MINUS_CONSTANT_COLOR = GL11.GL_ONE_MINUS_CONSTANT_COLOR; ONE_MINUS_CONSTANT_ALPHA = GL11.GL_ONE_MINUS_CONSTANT_ALPHA; SRC_ALPHA_SATURATE = GL11.GL_SRC_ALPHA_SATURATE; SCISSOR_TEST = GL11.GL_SCISSOR_TEST; STENCIL_TEST = GL11.GL_STENCIL_TEST; DEPTH_TEST = GL11.GL_DEPTH_TEST; DEPTH_WRITEMASK = GL11.GL_DEPTH_WRITEMASK; ALPHA_TEST = GL11.GL_ALPHA_TEST; COLOR_BUFFER_BIT = GL11.GL_COLOR_BUFFER_BIT; DEPTH_BUFFER_BIT = GL11.GL_DEPTH_BUFFER_BIT; STENCIL_BUFFER_BIT = GL11.GL_STENCIL_BUFFER_BIT; FRAMEBUFFER = GL30.GL_FRAMEBUFFER; COLOR_ATTACHMENT0 = GL30.GL_COLOR_ATTACHMENT0; COLOR_ATTACHMENT1 = GL30.GL_COLOR_ATTACHMENT1; COLOR_ATTACHMENT2 = GL30.GL_COLOR_ATTACHMENT2; COLOR_ATTACHMENT3 = GL30.GL_COLOR_ATTACHMENT3; RENDERBUFFER = GL30.GL_RENDERBUFFER; DEPTH_ATTACHMENT = GL30.GL_DEPTH_ATTACHMENT; STENCIL_ATTACHMENT = GL30.GL_STENCIL_ATTACHMENT; READ_FRAMEBUFFER = GL30.GL_READ_FRAMEBUFFER; DRAW_FRAMEBUFFER = GL30.GL_DRAW_FRAMEBUFFER; DEPTH24_STENCIL8 = GL30.GL_DEPTH24_STENCIL8; DEPTH_COMPONENT = GL11.GL_DEPTH_COMPONENT; DEPTH_COMPONENT16 = GL14.GL_DEPTH_COMPONENT16; DEPTH_COMPONENT24 = GL14.GL_DEPTH_COMPONENT24; DEPTH_COMPONENT32 = GL14.GL_DEPTH_COMPONENT32; STENCIL_INDEX = GL11.GL_STENCIL_INDEX; STENCIL_INDEX1 = GL30.GL_STENCIL_INDEX1; STENCIL_INDEX4 = GL30.GL_STENCIL_INDEX4; STENCIL_INDEX8 = GL30.GL_STENCIL_INDEX8; DEPTH_STENCIL = GL30.GL_DEPTH_STENCIL; FRAMEBUFFER_COMPLETE = GL30.GL_FRAMEBUFFER_COMPLETE; FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL30.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL30.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; FRAMEBUFFER_INCOMPLETE_DIMENSIONS = EXTFramebufferObject.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT; FRAMEBUFFER_INCOMPLETE_FORMATS = EXTFramebufferObject.GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT; FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL30.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER; FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL30.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER; FRAMEBUFFER_UNSUPPORTED = GL30.GL_FRAMEBUFFER_UNSUPPORTED; FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = GL30.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE; FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = GL30.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME; FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = GL30.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL; FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = GL30.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE; RENDERBUFFER_WIDTH = GL30.GL_RENDERBUFFER_WIDTH; RENDERBUFFER_HEIGHT = GL30.GL_RENDERBUFFER_HEIGHT; RENDERBUFFER_RED_SIZE = GL30.GL_RENDERBUFFER_RED_SIZE; RENDERBUFFER_GREEN_SIZE = GL30.GL_RENDERBUFFER_GREEN_SIZE; RENDERBUFFER_BLUE_SIZE = GL30.GL_RENDERBUFFER_BLUE_SIZE; RENDERBUFFER_ALPHA_SIZE = GL30.GL_RENDERBUFFER_ALPHA_SIZE; RENDERBUFFER_DEPTH_SIZE = GL30.GL_RENDERBUFFER_DEPTH_SIZE; RENDERBUFFER_STENCIL_SIZE = GL30.GL_RENDERBUFFER_STENCIL_SIZE; RENDERBUFFER_INTERNAL_FORMAT = GL30.GL_RENDERBUFFER_INTERNAL_FORMAT; MULTISAMPLE = GL13.GL_MULTISAMPLE; POINT_SMOOTH = GL11.GL_POINT_SMOOTH; LINE_SMOOTH = GL11.GL_LINE_SMOOTH; POLYGON_SMOOTH = GL11.GL_POLYGON_SMOOTH; } /////////////////////////////////////////////////////////// // Special Functions @Override public void flush() { GL11.glFlush(); } @Override public void finish() { GL11.glFinish(); } @Override public void hint(int target, int hint) { GL11.glHint(target, hint); } /////////////////////////////////////////////////////////// // State and State Requests @Override public void enable(int value) { if (-1 < value) { GL11.glEnable(value); } } @Override public void disable(int value) { if (-1 < value) { GL11.glDisable(value); } } @Override public void getBooleanv(int value, IntBuffer data) { if (-1 < value) { if (byteBuffer.capacity() < data.capacity()) { byteBuffer = allocateDirectByteBuffer(data.capacity()); } GL11.glGetBoolean(value, byteBuffer); for (int i = 0; i < data.capacity(); i++) { data.put(i, byteBuffer.get(i)); } } else { fillIntBuffer(data, 0, data.capacity() - 1, 0); } } @Override public void getIntegerv(int value, IntBuffer data) { if (-1 < value) { GL11.glGetInteger(value, data); } else { fillIntBuffer(data, 0, data.capacity() - 1, 0); } } @Override public void getFloatv(int value, FloatBuffer data) { if (-1 < value) { GL11.glGetFloat(value, data); } else { fillFloatBuffer(data, 0, data.capacity() - 1, 0); } } @Override public boolean isEnabled(int value) { return GL11.glIsEnabled(value); } @Override public String getString(int name) { return GL11.glGetString(name); } /////////////////////////////////////////////////////////// // Error Handling @Override public int getError() { return GL11.glGetError(); } @Override public String errorString(int err) { return GLU.gluErrorString(err); } ////////////////////////////////////////////////////////////////////////////// // Buffer Objects @Override public void genBuffers(int n, IntBuffer buffers) { GL15.glGenBuffers(buffers); } @Override public void deleteBuffers(int n, IntBuffer buffers) { GL15.glDeleteBuffers(buffers); } @Override public void bindBuffer(int target, int buffer) { GL15.glBindBuffer(target, buffer); } @Override public void bufferData(int target, int size, Buffer data, int usage) { if (data == null) { FloatBuffer empty = BufferUtils.createFloatBuffer(size); GL15.glBufferData(target, empty, usage); } else { if (data instanceof ByteBuffer) { GL15.glBufferData(target, (ByteBuffer) data, usage); } else if (data instanceof ShortBuffer) { GL15.glBufferData(target, (ShortBuffer) data, usage); } else if (data instanceof IntBuffer) { GL15.glBufferData(target, (IntBuffer) data, usage); } else if (data instanceof FloatBuffer) { GL15.glBufferData(target, (FloatBuffer) data, usage); } } } @Override public void bufferSubData(int target, int offset, int size, Buffer data) { if (data instanceof ByteBuffer) { GL15.glBufferSubData(target, offset, (ByteBuffer) data); } else if (data instanceof ShortBuffer) { GL15.glBufferSubData(target, offset, (ShortBuffer) data); } else if (data instanceof IntBuffer) { GL15.glBufferSubData(target, offset, (IntBuffer) data); } else if (data instanceof FloatBuffer) { GL15.glBufferSubData(target, offset, (FloatBuffer) data); } } @Override public void isBuffer(int buffer) { GL15.glIsBuffer(buffer); } @Override public void getBufferParameteriv(int target, int value, IntBuffer data) { if (-1 < value) { int res = GL15.glGetBufferParameteri(target, value); data.put(0, res); } else { data.put(0, 0); } } @Override public ByteBuffer mapBuffer(int target, int access) { return GL15.glMapBuffer(target, access, null); } @Override public ByteBuffer mapBufferRange(int target, int offset, int length, int access) { return GL30.glMapBufferRange(target, offset, length, access, null); } @Override public void unmapBuffer(int target) { GL15.glUnmapBuffer(target); } ////////////////////////////////////////////////////////////////////////////// // Viewport and Clipping @Override public void depthRangef(float n, float f) { GL11.glDepthRange(n, f); } @Override public void viewport(int x, int y, int w, int h) { float f = Display.getPixelScaleFactor(); GL11.glViewport((int) (f * x), (int) (f * y), (int) f * w, (int) (f * h)); } ////////////////////////////////////////////////////////////////////////////// // Reading Pixels @Override protected void readPixelsImpl(int x, int y, int width, int height, int format, int type, Buffer buffer) { GL11.glReadPixels(x, y, width, height, format, type, (IntBuffer) buffer); } ////////////////////////////////////////////////////////////////////////////// // Vertices @Override public void vertexAttrib1f(int index, float value) { GL20.glVertexAttrib1f(index, value); } @Override public void vertexAttrib2f(int index, float value0, float value1) { GL20.glVertexAttrib2f(index, value0, value1); } @Override public void vertexAttrib3f(int index, float value0, float value1, float value2) { GL20.glVertexAttrib3f(index, value0, value1, value2); } @Override public void vertexAttrib4f(int index, float value0, float value1, float value2, float value3) { GL20.glVertexAttrib4f(index, value0, value1, value2, value3); } @Override public void vertexAttrib1fv(int index, FloatBuffer values) { GL20.glVertexAttrib1f(index, values.get()); } @Override public void vertexAttrib2fv(int index, FloatBuffer values) { GL20.glVertexAttrib2f(index, values.get(), values.get()); } @Override public void vertexAttrib3fv(int index, FloatBuffer values) { GL20.glVertexAttrib3f(index, values.get(), values.get(), values.get()); } @Override public void vertexAttri4fv(int index, FloatBuffer values) { GL20.glVertexAttrib4f(index, values.get(), values.get(), values.get(), values.get()); } @Override public void vertexAttribPointer(int index, int size, int type, boolean normalized, int stride, int offset) { GL20.glVertexAttribPointer(index, size, type, normalized, stride, offset); } @Override public void vertexAttribPointer(int index, int size, int type, boolean normalized, int stride, Buffer data) { if (type == UNSIGNED_INT) { GL20.glVertexAttribPointer(index, size, true, normalized, stride, (IntBuffer) data); } else if (type == UNSIGNED_BYTE) { GL20.glVertexAttribPointer(index, size, true, normalized, stride, (ByteBuffer) data); } else if (type == UNSIGNED_SHORT) { GL20.glVertexAttribPointer(index, size, true, normalized, stride, (ShortBuffer) data); } else if (type == FLOAT) { GL20.glVertexAttribPointer(index, size, normalized, stride, (FloatBuffer) data); } } @Override public void enableVertexAttribArray(int index) { GL20.glEnableVertexAttribArray(index); } @Override public void disableVertexAttribArray(int index) { GL20.glDisableVertexAttribArray(index); } @Override public void drawArrays(int mode, int first, int count) { GL11.glDrawArrays(mode, first, count); } @Override public void drawElements(int mode, int count, int type, int offset) { GL11.glDrawElements(mode, count, type, offset); } @Override public void drawElements(int mode, int count, int type, Buffer indices) { if (type == UNSIGNED_INT) { GL11.glDrawElements(mode, (IntBuffer) indices); } else if (type == UNSIGNED_BYTE) { GL11.glDrawElements(mode, (ByteBuffer) indices); } else if (type == UNSIGNED_SHORT) { GL11.glDrawElements(mode, (ShortBuffer) indices); } } ////////////////////////////////////////////////////////////////////////////// // Rasterization @Override public void lineWidth(float width) { GL11.glLineWidth(width); } @Override public void frontFace(int dir) { GL11.glFrontFace(dir); } @Override public void cullFace(int mode) { GL11.glCullFace(mode); } @Override public void polygonOffset(float factor, float units) { GL11.glPolygonOffset(factor, units); } ////////////////////////////////////////////////////////////////////////////// // Pixel Rectangles @Override public void pixelStorei(int pname, int param) { GL11.glPixelStorei(pname, param); } /////////////////////////////////////////////////////////// // Texturing @Override public void texImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, Buffer data) { GL11.glTexImage2D(target, level, internalFormat, width, height, border, format, type, (IntBuffer) data); } @Override 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); } @Override public void texSubImage2D(int target, int level, int xOffset, int yOffset, int width, int height, int format, int type, Buffer data) { GL11.glTexSubImage2D(target, level, xOffset, yOffset, width, height, format, type, (IntBuffer) data); } @Override public void copyTexSubImage2D(int target, int level, int xOffset, int yOffset, int x, int y, int width, int height) { GL11.glCopyTexSubImage2D(target, level, x, y, xOffset, yOffset, width, height); } @Override public void compressedTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int imageSize, Buffer data) { GL13.glCompressedTexImage2D(target, level, internalFormat, width, height, border, (ByteBuffer) data); } @Override public void compressedTexSubImage2D(int target, int level, int xOffset, int yOffset, int width, int height, int format, int imageSize, Buffer data) { GL13.glCompressedTexSubImage2D(target, level, xOffset, yOffset, width, height, format, (ByteBuffer) data); } @Override public void texParameteri(int target, int pname, int param) { GL11.glTexParameteri(target, pname, param); } @Override public void texParameterf(int target, int pname, float param) { GL11.glTexParameterf(target, pname, param); } @Override public void texParameteriv(int target, int pname, IntBuffer params) { GL11.glTexParameteri(target, pname, params.get()); } @Override public void texParameterfv(int target, int pname, FloatBuffer params) { GL11.glTexParameterf(target, pname, params.get()); } @Override public void generateMipmap(int target) { GL30.glGenerateMipmap(target); } @Override public void genTextures(int n, IntBuffer textures) { GL11.glGenTextures(textures); } @Override public void deleteTextures(int n, IntBuffer textures) { GL11.glDeleteTextures(textures); } @Override public void getTexParameteriv(int target, int pname, IntBuffer params) { GL11.glGetTexParameter(target, pname, params); } @Override public void getTexParameterfv(int target, int pname, FloatBuffer params) { GL11.glGetTexParameter(target, pname, params); } @Override public boolean isTexture(int texture) { return GL11.glIsTexture(texture); } @Override protected void activeTextureImpl(int texture) { GL13.glActiveTexture(texture); } @Override protected void bindTextureImpl(int target, int texture) { GL11.glBindTexture(target, texture); } /////////////////////////////////////////////////////////// // Shaders and Programs @Override public int createShader(int type) { return GL20.glCreateShader(type); } @Override public void shaderSource(int shader, String source) { GL20.glShaderSource(shader, source); } @Override public void compileShader(int shader) { GL20.glCompileShader(shader); } @Override public void releaseShaderCompiler() { throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glReleaseShaderCompiler()")); } @Override public void deleteShader(int shader) { GL20.glDeleteShader(shader); } @Override public void shaderBinary(int count, IntBuffer shaders, int binaryFormat, Buffer binary, int length) { throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glShaderBinary()")); } @Override public int createProgram() { return GL20.glCreateProgram(); } @Override public void attachShader(int program, int shader) { GL20.glAttachShader(program, shader); } @Override public void detachShader(int program, int shader) { GL20.glDetachShader(program, shader); } @Override public void linkProgram(int program) { GL20.glLinkProgram(program); } @Override public void useProgram(int program) { GL20.glUseProgram(program); } @Override public void deleteProgram(int program) { GL20.glDeleteProgram(program); } @Override public String getActiveAttrib(int program, int index, IntBuffer size, IntBuffer type) { IntBuffer typeTmp = BufferUtils.createIntBuffer(2); String name = GL20.glGetActiveAttrib(program, index, 256, typeTmp); size.put(typeTmp.get(0)); type.put(typeTmp.get(1)); return name; } @Override public int getAttribLocation(int program, String name) { return GL20.glGetAttribLocation(program, name); } @Override public void bindAttribLocation(int program, int index, String name) { GL20.glBindAttribLocation(program, index, name); } @Override public int getUniformLocation(int program, String name) { return GL20.glGetUniformLocation(program, name); } @Override public String getActiveUniform(int program, int index, IntBuffer size, IntBuffer type) { IntBuffer typeTmp = BufferUtils.createIntBuffer(2); String name = GL20.glGetActiveUniform(program, index, 256, typeTmp); type.put(typeTmp.get(0)); return name; } @Override public void uniform1i(int location, int value) { GL20.glUniform1i(location, value); } @Override public void uniform2i(int location, int value0, int value1) { GL20.glUniform2i(location, value0, value1); } @Override public void uniform3i(int location, int value0, int value1, int value2) { GL20.glUniform3i(location, value0, value1, value2); } @Override public void uniform4i(int location, int value0, int value1, int value2, int value3) { GL20.glUniform4i(location, value0, value1, value2, value3); } @Override public void uniform1f(int location, float value) { GL20.glUniform1f(location, value); } @Override public void uniform2f(int location, float value0, float value1) { GL20.glUniform2f(location, value0, value1); } @Override public void uniform3f(int location, float value0, float value1, float value2) { GL20.glUniform3f(location, value0, value1, value2); } @Override public void uniform4f(int location, float value0, float value1, float value2, float value3) { GL20.glUniform4f(location, value0, value1, value2, value3); } @Override public void uniform1iv(int location, int count, IntBuffer v) { v.limit(count); GL20.glUniform1(location, v); v.clear(); } @Override public void uniform2iv(int location, int count, IntBuffer v) { v.limit(2 * count); GL20.glUniform2(location, v); v.clear(); } @Override public void uniform3iv(int location, int count, IntBuffer v) { v.limit(3 * count); GL20.glUniform3(location, v); v.clear(); } @Override public void uniform4iv(int location, int count, IntBuffer v) { v.limit(4 * count); GL20.glUniform4(location, v); v.clear(); } @Override public void uniform1fv(int location, int count, FloatBuffer v) { v.limit(count); GL20.glUniform1(location, v); v.clear(); } @Override public void uniform2fv(int location, int count, FloatBuffer v) { v.limit(2 * count); GL20.glUniform2(location, v); v.clear(); } @Override public void uniform3fv(int location, int count, FloatBuffer v) { v.limit(3 * count); GL20.glUniform3(location, v); v.clear(); } @Override public void uniform4fv(int location, int count, FloatBuffer v) { v.limit(4 * count); GL20.glUniform4(location, v); v.clear(); } @Override public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer mat) { mat.limit(4); GL20.glUniformMatrix2(location, transpose, mat); mat.clear(); } @Override public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer mat) { mat.limit(9); GL20.glUniformMatrix3(location, transpose, mat); mat.clear(); } @Override public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer mat) { mat.limit(16); GL20.glUniformMatrix4(location, transpose, mat); mat.clear(); } @Override public void validateProgram(int program) { GL20.glValidateProgram(program); } @Override public boolean isShader(int shader) { return GL20.glIsShader(shader); } @Override public void getShaderiv(int shader, int pname, IntBuffer params) { GL20.glGetShader(shader, pname, params); } @Override public void getAttachedShaders(int program, int maxCount, IntBuffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, count, shaders); } @Override public String getShaderInfoLog(int shader) { int len = GL20.glGetShaderi(shader, GL20.GL_INFO_LOG_LENGTH); return GL20.glGetShaderInfoLog(shader, len); } @Override public String getShaderSource(int shader) { int len = GL20.glGetShaderi(shader, GL20.GL_SHADER_SOURCE_LENGTH); return GL20.glGetShaderSource(shader, len); } @Override public void getShaderPrecisionFormat(int shaderType, int precisionType, IntBuffer range, IntBuffer precision) { throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glGetShaderPrecisionFormat()")); } @Override public void getVertexAttribfv(int index, int pname, FloatBuffer params) { GL20.glGetVertexAttrib(index, pname, params); } @Override public void getVertexAttribiv(int index, int pname, IntBuffer params) { GL20.glGetVertexAttrib(index, pname, params); } @Override public void getVertexAttribPointerv(int index, int pname, ByteBuffer data) { int len = data.capacity(); ByteBuffer res = GL20.glGetVertexAttribPointer(index, pname, len); data.put(res); } @Override public void getUniformfv(int program, int location, FloatBuffer params) { GL20.glGetUniform(program, location, params); } @Override public void getUniformiv(int program, int location, IntBuffer params) { GL20.glGetUniform(program, location, params); } @Override public boolean isProgram(int program) { return GL20.glIsProgram(program); } @Override public void getProgramiv(int program, int pname, IntBuffer params) { GL20.glGetProgram(program, pname, params); } @Override public String getProgramInfoLog(int program) { int len = GL20.glGetProgrami(program, GL20.GL_INFO_LOG_LENGTH); return GL20.glGetProgramInfoLog(program, len); } /////////////////////////////////////////////////////////// // Per-Fragment Operations @Override public void scissor(int x, int y, int w, int h) { float f = Display.getPixelScaleFactor(); GL11.glScissor((int) (f * x), (int) (f * y), (int) f * w, (int) (f * h)); } @Override public void sampleCoverage(float value, boolean invert) { GL13.glSampleCoverage(value, invert); } @Override public void stencilFunc(int func, int ref, int mask) { GL11.glStencilFunc(func, ref, mask); } @Override public void stencilFuncSeparate(int face, int func, int ref, int mask) { GL20.glStencilFuncSeparate(face, func, ref, mask); } @Override public void stencilOp(int sfail, int dpfail, int dppass) { GL11.glStencilOp(sfail, dpfail, dppass); } @Override public void stencilOpSeparate(int face, int sfail, int dpfail, int dppass) { GL20.glStencilOpSeparate(face, sfail, dpfail, dppass); } @Override public void depthFunc(int func) { GL11.glDepthFunc(func); } @Override public void blendEquation(int mode) { GL14.glBlendEquation(mode); } @Override public void blendEquationSeparate(int modeRGB, int modeAlpha) { GL20.glBlendEquationSeparate(modeRGB, modeAlpha); } @Override public void blendFunc(int src, int dst) { GL11.glBlendFunc(src, dst); } @Override public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) { GL14.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } @Override public void blendColor(float red, float green, float blue, float alpha) { GL14.glBlendColor(red, green, blue, alpha); } @Override public void alphaFunc(int func, float ref) { GL11.glAlphaFunc(func, ref); } /////////////////////////////////////////////////////////// // Whole Framebuffer Operations @Override public void colorMask(boolean r, boolean g, boolean b, boolean a) { GL11.glColorMask(r, g, b, a); } @Override public void depthMask(boolean mask) { GL11.glDepthMask(mask); } @Override public void stencilMask(int mask) { GL11.glStencilMask(mask); } @Override public void stencilMaskSeparate(int face, int mask) { GL20.glStencilMaskSeparate(face, mask); } @Override public void clear(int buf) { GL11.glClear(buf); } @Override public void clearColor(float r, float g, float b, float a) { GL11.glClearColor(r, g, b, a); } @Override public void clearDepth(float d) { GL11.glClearDepth(d); } @Override public void clearStencil(int s) { GL11.glClearStencil(s); } /////////////////////////////////////////////////////////// // Framebuffers Objects @Override protected void bindFramebufferImpl(int target, int framebuffer) { GL30.glBindFramebuffer(target, framebuffer); } @Override public void deleteFramebuffers(int n, IntBuffer framebuffers) { GL30.glDeleteFramebuffers(framebuffers); } @Override public void genFramebuffers(int n, IntBuffer framebuffers) { GL30.glGenFramebuffers(framebuffers); } @Override public void bindRenderbuffer(int target, int renderbuffer) { GL30.glBindRenderbuffer(target, renderbuffer); } @Override public void deleteRenderbuffers(int n, IntBuffer renderbuffers) { GL30.glDeleteRenderbuffers(renderbuffers); } @Override public void genRenderbuffers(int n, IntBuffer renderbuffers) { GL30.glGenRenderbuffers(renderbuffers); } @Override public void renderbufferStorage(int target, int internalFormat, int width, int height) { GL30.glRenderbufferStorage(target, internalFormat, width, height); } @Override public void framebufferRenderbuffer(int target, int attachment, int rendbuferfTarget, int renderbuffer) { GL30.glFramebufferRenderbuffer(target, attachment, rendbuferfTarget, renderbuffer); } @Override public void framebufferTexture2D(int target, int attachment, int texTarget, int texture, int level) { GL30.glFramebufferTexture2D(target, attachment, texTarget, texture, level); } @Override public int checkFramebufferStatus(int target) { return GL30.glCheckFramebufferStatus(target); } @Override public boolean isFramebuffer(int framebuffer) { return GL30.glIsFramebuffer(framebuffer); } @Override public void getFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params) { GL30.glGetFramebufferAttachmentParameter(target, attachment, pname, params); } @Override public boolean isRenderbuffer(int renderbuffer) { return GL30.glIsRenderbuffer(renderbuffer); } @Override public void getRenderbufferParameteriv(int target, int pname, IntBuffer params) { GL30.glGetRenderbufferParameter(target, pname, params); } @Override public void blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { GL30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } @Override public void renderbufferStorageMultisample(int target, int samples, int format, int width, int height) { GL30.glRenderbufferStorageMultisample(target, samples, format, width, height); } @Override public void readBuffer(int buf) { GL11.glReadBuffer(buf); } @Override public void drawBuffer(int buf) { GL11.glDrawBuffer(buf); } @Override protected void getGL(PGL pgl) { glThread = pgl.glThread; } }