/**
* Copyright 2008 - 2011
*
* 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.
*
* @project loon
* @author cping
* @email javachenpeng@yahoo.com
* @version 0.1
*/
package loon;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import loon.core.graphics.opengl.GL10;
public class AndroidGL10 implements GL10 {
final javax.microedition.khronos.opengles.GL10 gl;
public AndroidGL10(javax.microedition.khronos.opengles.GL10 gl) {
this.gl = gl;
}
@Override
public final void glActiveTexture(int texture) {
gl.glActiveTexture(texture);
}
@Override
public final void glAlphaFunc(int func, float ref) {
gl.glAlphaFunc(func, ref);
}
@Override
public final void glBindTexture(int target, int texture) {
gl.glBindTexture(target, texture);
}
@Override
public final void glBlendFunc(int sfactor, int dfactor) {
gl.glBlendFunc(sfactor, dfactor);
}
@Override
public final void glClear(int mask) {
gl.glClear(mask);
}
@Override
public final void glClearColor(float red, float green, float blue,
float alpha) {
gl.glClearColor(red, green, blue, alpha);
}
@Override
public final void glClearDepthf(float depth) {
gl.glClearDepthf(depth);
}
@Override
public final void glClearStencil(int s) {
gl.glClearStencil(s);
}
@Override
public final void glClientActiveTexture(int texture) {
try {
gl.glClientActiveTexture(texture);
} catch (Throwable ex) {
}
}
@Override
public final void glColor4f(float red, float green, float blue, float alpha) {
gl.glColor4f(red, green, blue, alpha);
}
@Override
public final void glColorMask(boolean red, boolean green, boolean blue,
boolean alpha) {
gl.glColorMask(red, green, blue, alpha);
}
@Override
public final void glColorPointer(int size, int type, int stride,
Buffer pointer) {
gl.glColorPointer(size, type, stride, pointer);
}
@Override
public final void glCompressedTexImage2D(int target, int level,
int internalformat, int width, int height, int border,
int imageSize, Buffer data) {
gl.glCompressedTexImage2D(target, level, internalformat, width, height,
border, imageSize, data);
}
@Override
public final void glCompressedTexSubImage2D(int target, int level,
int xoffset, int yoffset, int width, int height, int format,
int imageSize, Buffer data) {
gl.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width,
height, format, imageSize, data);
}
@Override
public final void glCopyTexImage2D(int target, int level,
int internalformat, int x, int y, int width, int height, int border) {
gl.glCopyTexImage2D(target, level, internalformat, x, y, width, height,
border);
}
@Override
public final void glCopyTexSubImage2D(int target, int level, int xoffset,
int yoffset, int x, int y, int width, int height) {
gl.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width,
height);
}
@Override
public final void glCullFace(int mode) {
gl.glCullFace(mode);
}
@Override
public final void glDeleteTextures(int n, IntBuffer textures) {
gl.glDeleteTextures(n, textures);
}
@Override
public final void glDepthFunc(int func) {
gl.glDepthFunc(func);
}
@Override
public final void glDepthMask(boolean flag) {
gl.glDepthMask(flag);
}
@Override
public final void glDepthRangef(float zNear, float zFar) {
gl.glDepthRangef(zNear, zFar);
}
@Override
public final void glDisable(int cap) {
gl.glDisable(cap);
}
@Override
public final void glDisableClientState(int array) {
gl.glDisableClientState(array);
}
@Override
public final void glDrawArrays(int mode, int first, int count) {
gl.glDrawArrays(mode, first, count);
}
@Override
public final void glDrawElements(int mode, int count, int type,
Buffer indices) {
gl.glDrawElements(mode, count, type, indices);
}
@Override
public final void glEnable(int cap) {
gl.glEnable(cap);
}
@Override
public final void glEnableClientState(int array) {
gl.glEnableClientState(array);
}
@Override
public final void glFinish() {
gl.glFinish();
}
@Override
public final void glFlush() {
gl.glFlush();
}
@Override
public final void glFogf(int pname, float param) {
gl.glFogf(pname, param);
}
@Override
public final void glFogfv(int pname, FloatBuffer params) {
gl.glFogfv(pname, params);
}
@Override
public final void glFrontFace(int mode) {
gl.glFrontFace(mode);
}
@Override
public final void glFrustumf(float left, float right, float bottom,
float top, float zNear, float zFar) {
gl.glFrustumf(left, right, bottom, top, zNear, zFar);
}
@Override
public final void glGenTextures(int n, IntBuffer textures) {
gl.glGenTextures(n, textures);
}
@Override
public final int glGenTextures() {
int[] id = new int[1];
glGenTextures(1, id, 0);
int tex = id[0];
return tex;
}
@Override
public final int glGetError() {
return gl.glGetError();
}
@Override
public final void glGetIntegerv(int pname, IntBuffer params) {
gl.glGetIntegerv(pname, params);
}
@Override
public final String glGetString(int name) {
return gl.glGetString(name);
}
@Override
public final void glHint(int target, int mode) {
gl.glHint(target, mode);
}
@Override
public final void glLightModelf(int pname, float param) {
gl.glLightModelf(pname, param);
}
@Override
public final void glLightModelfv(int pname, FloatBuffer params) {
gl.glLightModelfv(pname, params);
}
@Override
public final void glLightf(int light, int pname, float param) {
gl.glLightf(light, pname, param);
}
@Override
public final void glLightfv(int light, int pname, FloatBuffer params) {
gl.glLightfv(light, pname, params);
}
@Override
public final void glLineWidth(float width) {
gl.glLineWidth(width);
}
@Override
public final void glLoadIdentity() {
gl.glLoadIdentity();
}
@Override
public final void glLoadMatrixf(FloatBuffer m) {
gl.glLoadMatrixf(m);
}
@Override
public final void glLogicOp(int opcode) {
gl.glLogicOp(opcode);
}
@Override
public final void glMaterialf(int face, int pname, float param) {
gl.glMaterialf(face, pname, param);
}
@Override
public final void glMaterialfv(int face, int pname, FloatBuffer params) {
gl.glMaterialfv(face, pname, params);
}
@Override
public final void glMatrixMode(int mode) {
gl.glMatrixMode(mode);
}
@Override
public final void glMultMatrixf(FloatBuffer m) {
gl.glMultMatrixf(m);
}
@Override
public final void glMultiTexCoord4f(int target, float s, float t, float r,
float q) {
gl.glMultiTexCoord4f(target, s, t, r, q);
}
@Override
public final void glNormal3f(float nx, float ny, float nz) {
gl.glNormal3f(nx, ny, nz);
}
@Override
public final void glNormalPointer(int type, int stride, Buffer pointer) {
gl.glNormalPointer(type, stride, pointer);
}
@Override
public final void glOrthof(float left, float right, float bottom,
float top, float zNear, float zFar) {
gl.glOrthof(left, right, bottom, top, zNear, zFar);
}
@Override
public final void glOrthox(int left, int right, int bottom,
int top, int zNear, int zFar) {
gl.glOrthox(left, right, bottom, top, zNear, zFar);
}
@Override
public final void glPixelStorei(int pname, int param) {
gl.glPixelStorei(pname, param);
}
@Override
public final void glPointSize(float size) {
gl.glPointSize(size);
}
@Override
public final void glPolygonOffset(float factor, float units) {
gl.glPolygonOffset(factor, units);
}
@Override
public final void glPopMatrix() {
gl.glPopMatrix();
}
@Override
public final void glPushMatrix() {
gl.glPushMatrix();
}
@Override
public final void glReadPixels(int x, int y, int width, int height,
int format, int type, Buffer pixels) {
gl.glReadPixels(x, y, width, height, format, type, pixels);
}
@Override
public final void glRotatef(float angle, float x, float y, float z) {
gl.glRotatef(angle, x, y, z);
}
@Override
public final void glSampleCoverage(float value, boolean invert) {
gl.glSampleCoverage(value, invert);
}
@Override
public final void glScalef(float x, float y, float z) {
gl.glScalef(x, y, z);
}
@Override
public final void glScissor(int x, int y, int width, int height) {
gl.glScissor(x, y, width, height);
}
@Override
public final void glShadeModel(int mode) {
gl.glShadeModel(mode);
}
@Override
public final void glStencilFunc(int func, int ref, int mask) {
gl.glStencilFunc(func, ref, mask);
}
@Override
public final void glStencilMask(int mask) {
gl.glStencilMask(mask);
}
@Override
public final void glStencilOp(int fail, int zfail, int zpass) {
gl.glStencilOp(fail, zfail, zpass);
}
@Override
public final void glTexCoordPointer(int size, int type, int stride,
Buffer pointer) {
gl.glTexCoordPointer(size, type, stride, pointer);
}
@Override
public final void glTexEnvf(int target, int pname, float param) {
gl.glTexEnvf(target, pname, param);
}
@Override
public final void glTexEnvfv(int target, int pname, FloatBuffer params) {
gl.glTexEnvfv(target, pname, params);
}
@Override
public final void glTexImage2D(int target, int level, int internalformat,
int width, int height, int border, int format, int type,
Buffer pixels) {
gl.glTexImage2D(target, level, internalformat, width, height, border,
format, type, pixels);
}
@Override
public final void glTexParameterf(int target, int pname, float param) {
gl.glTexParameterf(target, pname, param);
}
@Override
public final void glTexSubImage2D(int target, int level, int xoffset,
int yoffset, int width, int height, int format, int type,
Buffer pixels) {
gl.glTexSubImage2D(target, level, xoffset, yoffset, width, height,
format, type, pixels);
}
@Override
public final void glTranslatef(float x, float y, float z) {
gl.glTranslatef(x, y, z);
}
@Override
public final void glVertexPointer(int size, int type, int stride,
Buffer pointer) {
gl.glVertexPointer(size, type, stride, pointer);
}
@Override
public final void glViewport(int x, int y, int width, int height) {
gl.glViewport(x, y, width, height);
}
@Override
public final void glDeleteTextures(int n, int[] textures, int offset) {
gl.glDeleteTextures(n, textures, offset);
}
@Override
public final void glFogfv(int pname, float[] params, int offset) {
gl.glFogfv(pname, params, offset);
}
@Override
public final void glGenTextures(int n, int[] textures, int offset) {
gl.glGenTextures(n, textures, offset);
}
@Override
public final void glGetIntegerv(int pname, int[] params, int offset) {
gl.glGenTextures(pname, params, offset);
}
@Override
public final void glLightfv(int light, int pname, float[] params, int offset) {
gl.glLightfv(light, pname, params, offset);
}
@Override
public final void glLoadMatrixf(float[] m, int offset) {
gl.glLoadMatrixf(m, offset);
}
@Override
public final void glMaterialfv(int face, int pname, float[] params,
int offset) {
gl.glMaterialfv(face, pname, params, offset);
}
@Override
public final void glMultMatrixf(float[] m, int offset) {
gl.glMultMatrixf(m, offset);
}
@Override
public final void glTexEnvfv(int target, int pname, float[] params,
int offset) {
gl.glTexEnvfv(target, pname, params, offset);
}
@Override
public void glLightModelfv(int pname, float[] params, int offset) {
gl.glLightModelfv(pname, params, offset);
}
}