Formatting, fixing some implementations in PGL

This commit is contained in:
codeanticode
2013-05-23 16:52:14 -04:00
parent 978c70b814
commit 8a0fc976b7
2 changed files with 1084 additions and 1108 deletions

View File

@@ -361,6 +361,19 @@ public class PGL {
protected float[] projMatrix;
protected float[] mvMatrix;
///////////////////////////////////////////////////////////
// Error messages
protected static final String MISSING_FBO_ERROR =
"Framebuffer objects are not supported by this hardware (or driver)";
protected static final String MISSING_GLSL_ERROR =
"GLSL shaders are not supported by this hardware (or driver)";
protected static final String MISSING_GLFUNC_ERROR =
"GL function %1$s is not available on this hardware (or driver)";
///////////////////////////////////////////////////////////
@@ -2450,10 +2463,10 @@ public class PGL {
gl = context.getGL();
if (!hasFBOs()) {
throw new RuntimeException("Framebuffer objects are not supported by this hardware (or driver)");
throw new RuntimeException(MISSING_FBO_ERROR);
}
if (!hasShaders()) {
throw new RuntimeException("GLSL shaders are not supported by this hardware (or driver)");
throw new RuntimeException(MISSING_GLSL_ERROR);
}
}
@@ -2631,17 +2644,28 @@ public class PGL {
public static final int FALSE = GL.GL_FALSE;
public static final int TRUE = GL.GL_TRUE;
public static final int INT = GL2.GL_INT;
public static final int BYTE = GL.GL_BYTE;
public static final int SHORT = GL.GL_SHORT;
public static final int INT = GL2.GL_INT;
public static final int BYTE = GL.GL_BYTE;
public static final int SHORT = GL.GL_SHORT;
public static final int FLOAT = GL.GL_FLOAT;
public static final int BOOL = GL2.GL_BOOL;
public static final int UNSIGNED_INT = GL.GL_UNSIGNED_INT;
public static final int UNSIGNED_BYTE = GL.GL_UNSIGNED_BYTE;
public static final int UNSIGNED_SHORT = GL.GL_UNSIGNED_SHORT;
public static final int RGB = GL.GL_RGB;
public static final int RGBA = GL.GL_RGBA;
public static final int ALPHA = GL.GL_ALPHA;
public static final int RGB = GL.GL_RGB;
public static final int RGBA = GL.GL_RGBA;
public static final int ALPHA = GL.GL_ALPHA;
public static final int LUMINANCE = GL.GL_LUMINANCE;
public static final int LUMINANCE_ALPHA = GL.GL_LUMINANCE_ALPHA;
public static final int UNSIGNED_SHORT_5_6_5 = GL.GL_UNSIGNED_SHORT_5_6_5;
public static final int UNSIGNED_SHORT_4_4_4_4 = GL.GL_UNSIGNED_SHORT_4_4_4_4;
public static final int UNSIGNED_SHORT_5_5_5_1 = GL.GL_UNSIGNED_SHORT_5_5_5_1;
public static final int RGBA4 = GL2.GL_RGBA4;
public static final int RGB5_A1 = GL2.GL_RGB5_A1;
public static final int RGB565 = GL2.GL_RGB565;
public static final int READ_ONLY = GL2.GL_READ_ONLY;
public static final int WRITE_ONLY = GL2.GL_WRITE_ONLY;
@@ -2651,32 +2675,35 @@ public class PGL {
public static final int TESS_WINDING_ODD = GLU.GLU_TESS_WINDING_ODD;
public static final int GENERATE_MIPMAP_HINT = GL.GL_GENERATE_MIPMAP_HINT;
public static final int FASTEST = GL.GL_FASTEST;
public static final int NICEST = GL.GL_NICEST;
public static final int DONT_CARE = GL.GL_DONT_CARE;
public static final int FASTEST = GL.GL_FASTEST;
public static final int NICEST = GL.GL_NICEST;
public static final int DONT_CARE = GL.GL_DONT_CARE;
public static final int VENDOR = GL.GL_VENDOR;
public static final int RENDERER = GL.GL_RENDERER;
public static final int VERSION = GL.GL_VERSION;
public static final int EXTENSIONS = GL.GL_EXTENSIONS;
public static final int SHADING_LANGUAGE_VERSION =
GL2ES2.GL_SHADING_LANGUAGE_VERSION;
public static final int SHADING_LANGUAGE_VERSION = GL2ES2.GL_SHADING_LANGUAGE_VERSION;
public static final int ALIASED_LINE_WIDTH_RANGE =
GL.GL_ALIASED_LINE_WIDTH_RANGE;
public static final int ALIASED_POINT_SIZE_RANGE =
GL.GL_ALIASED_POINT_SIZE_RANGE;
public static final int DEPTH_BITS = GL.GL_DEPTH_BITS;
public static final int MAX_SAMPLES = GL2.GL_MAX_SAMPLES;
public static final int SAMPLES = GL.GL_SAMPLES;
public static final int ALIASED_LINE_WIDTH_RANGE = GL.GL_ALIASED_LINE_WIDTH_RANGE;
public static final int ALIASED_POINT_SIZE_RANGE = GL.GL_ALIASED_POINT_SIZE_RANGE;
public static final int DEPTH_BITS = GL.GL_DEPTH_BITS;
public static final int STENCIL_BITS = GL.GL_STENCIL_BITS;
public static final int CCW = GL.GL_CCW;
public static final int CW = GL.GL_CW;
public static final int CCW = GL.GL_CCW;
public static final int CW = GL.GL_CW;
public static final int VIEWPORT = GL.GL_VIEWPORT;
public static final int SAMPLES = GL.GL_SAMPLES;
public static final int ARRAY_BUFFER = GL.GL_ARRAY_BUFFER;
public static final int ELEMENT_ARRAY_BUFFER = GL.GL_ELEMENT_ARRAY_BUFFER;
public static final int MAX_VERTEX_ATTRIBS = GL2.GL_MAX_VERTEX_ATTRIBS;
public static final int STATIC_DRAW = GL.GL_STATIC_DRAW;
public static final int DYNAMIC_DRAW = GL.GL_DYNAMIC_DRAW;
public static final int STREAM_DRAW = GL2.GL_STREAM_DRAW;
@@ -2684,16 +2711,14 @@ public class PGL {
public static final int BUFFER_SIZE = GL.GL_BUFFER_SIZE;
public static final int BUFFER_USAGE = GL.GL_BUFFER_USAGE;
public static final int POINTS = GL.GL_POINTS;
public static final int LINE_STRIP = GL.GL_LINE_STRIP;
public static final int LINE_LOOP = GL.GL_LINE_LOOP;
public static final int LINES = GL.GL_LINES;
public static final int POINTS = GL.GL_POINTS;
public static final int LINE_STRIP = GL.GL_LINE_STRIP;
public static final int LINE_LOOP = GL.GL_LINE_LOOP;
public static final int LINES = GL.GL_LINES;
public static final int TRIANGLE_FAN = GL.GL_TRIANGLE_FAN;
public static final int TRIANGLE_STRIP = GL.GL_TRIANGLE_STRIP;
public static final int TRIANGLES = GL.GL_TRIANGLES;
public static final int MAX_VERTEX_ATTRIBS = GL2.GL_MAX_VERTEX_ATTRIBS;
public static final int CULL_FACE = GL.GL_CULL_FACE;
public static final int FRONT = GL.GL_FRONT;
public static final int BACK = GL.GL_BACK;
@@ -2702,27 +2727,26 @@ public class PGL {
public static final int POLYGON_OFFSET_FILL = GL.GL_POLYGON_OFFSET_FILL;
public static final int UNPACK_ALIGNMENT = GL.GL_UNPACK_ALIGNMENT;
public static final int PACK_ALIGNMENT = GL.GL_PACK_ALIGNMENT;
public static final int PACK_ALIGNMENT = GL.GL_PACK_ALIGNMENT;
public static final int TEXTURE_2D = GL.GL_TEXTURE_2D;
public static final int TEXTURE_RECTANGLE = GL2.GL_TEXTURE_RECTANGLE;
public static final int TEXTURE_BINDING_2D = GL.GL_TEXTURE_BINDING_2D;
public static final int TEXTURE_BINDING_RECTANGLE =
GL2.GL_TEXTURE_BINDING_RECTANGLE;
public static final int TEXTURE_BINDING_RECTANGLE = GL2.GL_TEXTURE_BINDING_RECTANGLE;
public static final int MAX_TEXTURE_SIZE = GL.GL_MAX_TEXTURE_SIZE;
public static final int MAX_TEXTURE_SIZE = GL.GL_MAX_TEXTURE_SIZE;
public static final int TEXTURE_MAX_ANISOTROPY = GL.GL_TEXTURE_MAX_ANISOTROPY_EXT;
public static final int MAX_TEXTURE_MAX_ANISOTROPY = GL.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
public static final int MAX_VERTEX_TEXTURE_IMAGE_UNITS = GL2ES2.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS;
public static final int MAX_TEXTURE_IMAGE_UNITS = GL2ES2.GL_MAX_TEXTURE_IMAGE_UNITS;
public static final int NEAREST = GL.GL_NEAREST;
public static final int LINEAR = GL.GL_LINEAR;
public static final int LINEAR_MIPMAP_NEAREST = GL.GL_LINEAR_MIPMAP_NEAREST;
public static final int LINEAR_MIPMAP_LINEAR = GL.GL_LINEAR_MIPMAP_LINEAR;
public static final int TEXTURE_MAX_ANISOTROPY =
GL.GL_TEXTURE_MAX_ANISOTROPY_EXT;
public static final int MAX_TEXTURE_MAX_ANISOTROPY =
GL.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
public static final int CLAMP_TO_EDGE = GL.GL_CLAMP_TO_EDGE;
public static final int REPEAT = GL.GL_REPEAT;
@@ -2735,32 +2759,13 @@ public class PGL {
public static final int TEXTURE_WRAP_S = GL.GL_TEXTURE_WRAP_S;
public static final int TEXTURE_WRAP_T = GL.GL_TEXTURE_WRAP_T;
public static final int MAX_VERTEX_TEXTURE_IMAGE_UNITS =
GL2ES2.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS;
public static final int MAX_TEXTURE_IMAGE_UNITS =
GL2ES2.GL_MAX_TEXTURE_IMAGE_UNITS;
public static final int TEXTURE_CUBE_MAP_POSITIVE_X =
GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X;
public static final int TEXTURE_CUBE_MAP_POSITIVE_Y =
GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
public static final int TEXTURE_CUBE_MAP_POSITIVE_Z =
GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_X =
GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_Y =
GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_Z =
GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
public static final int LUMINANCE = GL.GL_LUMINANCE;
public static final int LUMINANCE_ALPHA = GL.GL_LUMINANCE_ALPHA;
public static final int UNSIGNED_SHORT_5_6_5 = GL.GL_UNSIGNED_SHORT_5_6_5;
public static final int UNSIGNED_SHORT_4_4_4_4 = GL.GL_UNSIGNED_SHORT_4_4_4_4;
public static final int UNSIGNED_SHORT_5_5_5_1 = GL.GL_UNSIGNED_SHORT_5_5_5_1;
public static final int TEXTURE_CUBE_MAP = GL.GL_TEXTURE_CUBE_MAP;
public static final int TEXTURE_CUBE_MAP_POSITIVE_X = GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X;
public static final int TEXTURE_CUBE_MAP_POSITIVE_Y = GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
public static final int TEXTURE_CUBE_MAP_POSITIVE_Z = GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_X = GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_Y = GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_Z = GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
public static final int VERTEX_SHADER = GL2.GL_VERTEX_SHADER;
public static final int FRAGMENT_SHADER = GL2.GL_FRAGMENT_SHADER;
@@ -2769,41 +2774,39 @@ public class PGL {
public static final int COMPILE_STATUS = GL2.GL_COMPILE_STATUS;
public static final int LINK_STATUS = GL2.GL_LINK_STATUS;
public static final int VALIDATE_STATUS = GL2.GL_VALIDATE_STATUS;
public static final int SHADER_TYPE = GL2.GL_SHADER_TYPE;
public static final int DELETE_STATUS = GL2.GL_DELETE_STATUS;
public static final int FLOAT_VEC2 = GL2.GL_FLOAT_VEC2;
public static final int FLOAT_VEC3 = GL2.GL_FLOAT_VEC3;
public static final int FLOAT_VEC4 = GL2.GL_FLOAT_VEC4;
public static final int FLOAT_MAT2 = GL2.GL_FLOAT_MAT2;
public static final int FLOAT_MAT3 = GL2.GL_FLOAT_MAT3;
public static final int FLOAT_MAT4 = GL2.GL_FLOAT_MAT4;
public static final int INT_VEC2 = GL2.GL_INT_VEC2;
public static final int INT_VEC3 = GL2.GL_INT_VEC3;
public static final int INT_VEC4 = GL2.GL_INT_VEC4;
public static final int BOOL = GL2.GL_BOOL;
public static final int BOOL_VEC2 = GL2.GL_BOOL_VEC2;
public static final int BOOL_VEC3 = GL2.GL_BOOL_VEC3;
public static final int BOOL_VEC4 = GL2.GL_BOOL_VEC4;
public static final int SAMPLER_2D = GL2.GL_SAMPLER_2D;
public static final int FLOAT_VEC2 = GL2.GL_FLOAT_VEC2;
public static final int FLOAT_VEC3 = GL2.GL_FLOAT_VEC3;
public static final int FLOAT_VEC4 = GL2.GL_FLOAT_VEC4;
public static final int FLOAT_MAT2 = GL2.GL_FLOAT_MAT2;
public static final int FLOAT_MAT3 = GL2.GL_FLOAT_MAT3;
public static final int FLOAT_MAT4 = GL2.GL_FLOAT_MAT4;
public static final int INT_VEC2 = GL2.GL_INT_VEC2;
public static final int INT_VEC3 = GL2.GL_INT_VEC3;
public static final int INT_VEC4 = GL2.GL_INT_VEC4;
public static final int BOOL_VEC2 = GL2.GL_BOOL_VEC2;
public static final int BOOL_VEC3 = GL2.GL_BOOL_VEC3;
public static final int BOOL_VEC4 = GL2.GL_BOOL_VEC4;
public static final int SAMPLER_2D = GL2.GL_SAMPLER_2D;
public static final int SAMPLER_CUBE = GL2.GL_SAMPLER_CUBE;
public static final int SHADER_TYPE = GL2.GL_SHADER_TYPE;
public static final int DELETE_STATUS = GL2.GL_DELETE_STATUS;
public static final int LOW_FLOAT = GL2.GL_LOW_FLOAT;
public static final int LOW_FLOAT = GL2.GL_LOW_FLOAT;
public static final int MEDIUM_FLOAT = GL2.GL_MEDIUM_FLOAT;
public static final int HIGH_FLOAT = GL2.GL_HIGH_FLOAT;
public static final int LOW_INT = GL2.GL_LOW_INT;
public static final int MEDIUM_INT = GL2.GL_MEDIUM_INT;
public static final int HIGH_INT = GL2.GL_HIGH_INT;
public static final int HIGH_FLOAT = GL2.GL_HIGH_FLOAT;
public static final int LOW_INT = GL2.GL_LOW_INT;
public static final int MEDIUM_INT = GL2.GL_MEDIUM_INT;
public static final int HIGH_INT = GL2.GL_HIGH_INT;
public static final int CURRENT_VERTEX_ATTRIB = GL2.GL_CURRENT_VERTEX_ATTRIB;
public static final int VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = GL2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING;
public static final int VERTEX_ATTRIB_ARRAY_ENABLED = GL2.GL_VERTEX_ATTRIB_ARRAY_ENABLED;
public static final int VERTEX_ATTRIB_ARRAY_SIZE = GL2.GL_VERTEX_ATTRIB_ARRAY_SIZE;
public static final int VERTEX_ATTRIB_ARRAY_STRIDE = GL2.GL_VERTEX_ATTRIB_ARRAY_STRIDE;
public static final int VERTEX_ATTRIB_ARRAY_TYPE = GL2.GL_VERTEX_ATTRIB_ARRAY_TYPE;
public static final int VERTEX_ATTRIB_ARRAY_NORMALIZED = GL2.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED;
public static final int VERTEX_ATTRIB_ARRAY_ENABLED = GL2.GL_VERTEX_ATTRIB_ARRAY_ENABLED;
public static final int VERTEX_ATTRIB_ARRAY_SIZE = GL2.GL_VERTEX_ATTRIB_ARRAY_SIZE;
public static final int VERTEX_ATTRIB_ARRAY_STRIDE = GL2.GL_VERTEX_ATTRIB_ARRAY_STRIDE;
public static final int VERTEX_ATTRIB_ARRAY_TYPE = GL2.GL_VERTEX_ATTRIB_ARRAY_TYPE;
public static final int VERTEX_ATTRIB_ARRAY_NORMALIZED = GL2.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED;
public static final int BLEND = GL.GL_BLEND;
public static final int ONE = GL.GL_ONE;
@@ -2817,43 +2820,43 @@ public class PGL {
public static final int SRC_COLOR = GL.GL_SRC_COLOR;
public static final int SAMPLE_ALPHA_TO_COVERAGE = GL.GL_SAMPLE_ALPHA_TO_COVERAGE;
public static final int SAMPLE_COVERAGE = GL.GL_SAMPLE_COVERAGE;
public static final int SAMPLE_COVERAGE = GL.GL_SAMPLE_COVERAGE;
public static final int KEEP = GL.GL_KEEP;
public static final int REPLACE = GL.GL_REPLACE;
public static final int INCR = GL.GL_INCR;
public static final int DECR = GL.GL_DECR;
public static final int INVERT = GL.GL_INVERT;
public static final int KEEP = GL.GL_KEEP;
public static final int REPLACE = GL.GL_REPLACE;
public static final int INCR = GL.GL_INCR;
public static final int DECR = GL.GL_DECR;
public static final int INVERT = GL.GL_INVERT;
public static final int INCR_WRAP = GL.GL_INCR_WRAP;
public static final int DECR_WRAP = GL.GL_DECR_WRAP;
public static final int NEVER = GL.GL_NEVER;
public static final int ALWAYS = GL.GL_ALWAYS;
public static final int NEVER = GL.GL_NEVER;
public static final int ALWAYS = GL.GL_ALWAYS;
public static final int EQUAL = GL.GL_EQUAL;
public static final int LESS = GL.GL_LESS;
public static final int LEQUAL = GL.GL_LEQUAL;
public static final int GREATER = GL.GL_GREATER;
public static final int GEQUAL = GL.GL_GEQUAL;
public static final int EQUAL = GL.GL_EQUAL;
public static final int LESS = GL.GL_LESS;
public static final int LEQUAL = GL.GL_LEQUAL;
public static final int GREATER = GL.GL_GREATER;
public static final int GEQUAL = GL.GL_GEQUAL;
public static final int NOTEQUAL = GL.GL_NOTEQUAL;
public static final int FUNC_ADD = GL.GL_FUNC_ADD;
public static final int FUNC_MIN = GL2.GL_MIN;
public static final int FUNC_MAX = GL2.GL_MAX;
public static final int FUNC_REVERSE_SUBTRACT = GL.GL_FUNC_REVERSE_SUBTRACT;
public static final int FUNC_SUBTRACT = GL.GL_FUNC_SUBTRACT;
public static final int FUNC_SUBTRACT = GL.GL_FUNC_SUBTRACT;
public static final int DITHER = GL.GL_DITHER;
public static final int CONSTANT_COLOR = GL2.GL_CONSTANT_COLOR;
public static final int CONSTANT_ALPHA = GL2.GL_CONSTANT_ALPHA;
public static final int CONSTANT_COLOR = GL2.GL_CONSTANT_COLOR;
public static final int CONSTANT_ALPHA = GL2.GL_CONSTANT_ALPHA;
public static final int ONE_MINUS_CONSTANT_COLOR = GL2.GL_ONE_MINUS_CONSTANT_COLOR;
public static final int ONE_MINUS_CONSTANT_ALPHA = GL2.GL_ONE_MINUS_CONSTANT_ALPHA;
public static final int SRC_ALPHA_SATURATE = GL.GL_SRC_ALPHA_SATURATE;
public static final int SRC_ALPHA_SATURATE = GL.GL_SRC_ALPHA_SATURATE;
public static final int SCISSOR_TEST = GL.GL_SCISSOR_TEST;
public static final int DEPTH_TEST = GL.GL_DEPTH_TEST;
public static final int DEPTH_WRITEMASK = GL.GL_DEPTH_WRITEMASK;
public static final int ALPHA_TEST = GL2.GL_ALPHA_TEST;
public static final int ALPHA_TEST = GL2.GL_ALPHA_TEST;
public static final int COLOR_BUFFER_BIT = GL.GL_COLOR_BUFFER_BIT;
public static final int DEPTH_BUFFER_BIT = GL.GL_DEPTH_BUFFER_BIT;
@@ -2883,44 +2886,30 @@ public class PGL {
public static final int STENCIL_INDEX4 = GL.GL_STENCIL_INDEX4;
public static final int STENCIL_INDEX8 = GL.GL_STENCIL_INDEX8;
public static final int FRAMEBUFFER_COMPLETE =
GL.GL_FRAMEBUFFER_COMPLETE;
public static final int FRAMEBUFFER_INCOMPLETE_ATTACHMENT =
GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
public static final int FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT =
GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
public static final int FRAMEBUFFER_INCOMPLETE_DIMENSIONS =
GL.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
public static final int FRAMEBUFFER_INCOMPLETE_FORMATS =
GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS;
public static final int FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER =
GL2.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER;
public static final int FRAMEBUFFER_INCOMPLETE_READ_BUFFER =
GL2.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER;
public static final int FRAMEBUFFER_UNSUPPORTED =
GL.GL_FRAMEBUFFER_UNSUPPORTED;
public static final int FRAMEBUFFER_COMPLETE = GL.GL_FRAMEBUFFER_COMPLETE;
public static final int FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
public static final int FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
public static final int FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
public static final int FRAMEBUFFER_INCOMPLETE_FORMATS = GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS;
public static final int FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL2.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER;
public static final int FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL2.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER;
public static final int FRAMEBUFFER_UNSUPPORTED = GL.GL_FRAMEBUFFER_UNSUPPORTED;
public static final int FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = GL2.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE;
public static final int FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = GL2.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME;
public static final int FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = GL2.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL;
public static final int FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = GL2.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE;
public static final int FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = GL2.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME;
public static final int FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = GL2.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL;
public static final int FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = GL2.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE;
public static final int RENDERBUFFER_WIDTH = GL2.GL_RENDERBUFFER_WIDTH;
public static final int RENDERBUFFER_HEIGHT = GL2.GL_RENDERBUFFER_HEIGHT;
public static final int RENDERBUFFER_RED_SIZE = GL2.GL_RENDERBUFFER_RED_SIZE;
public static final int RENDERBUFFER_GREEN_SIZE = GL2.GL_RENDERBUFFER_GREEN_SIZE;
public static final int RENDERBUFFER_BLUE_SIZE = GL2.GL_RENDERBUFFER_BLUE_SIZE;
public static final int RENDERBUFFER_ALPHA_SIZE = GL2.GL_RENDERBUFFER_ALPHA_SIZE;
public static final int RENDERBUFFER_DEPTH_SIZE = GL2.GL_RENDERBUFFER_DEPTH_SIZE;
public static final int RENDERBUFFER_STENCIL_SIZE = GL2.GL_RENDERBUFFER_STENCIL_SIZE;
public static final int RENDERBUFFER_WIDTH = GL2.GL_RENDERBUFFER_WIDTH;
public static final int RENDERBUFFER_HEIGHT = GL2.GL_RENDERBUFFER_HEIGHT;
public static final int RENDERBUFFER_RED_SIZE = GL2.GL_RENDERBUFFER_RED_SIZE;
public static final int RENDERBUFFER_GREEN_SIZE = GL2.GL_RENDERBUFFER_GREEN_SIZE;
public static final int RENDERBUFFER_BLUE_SIZE = GL2.GL_RENDERBUFFER_BLUE_SIZE;
public static final int RENDERBUFFER_ALPHA_SIZE = GL2.GL_RENDERBUFFER_ALPHA_SIZE;
public static final int RENDERBUFFER_DEPTH_SIZE = GL2.GL_RENDERBUFFER_DEPTH_SIZE;
public static final int RENDERBUFFER_STENCIL_SIZE = GL2.GL_RENDERBUFFER_STENCIL_SIZE;
public static final int RENDERBUFFER_INTERNAL_FORMAT = GL2.GL_RENDERBUFFER_INTERNAL_FORMAT;
public static final int RGBA4 = GL2.GL_RGBA4;
public static final int RGB5_A1 = GL2.GL_RGB5_A1;
public static final int RGB565 = GL2.GL_RGB565;
public static final int MAX_SAMPLES = GL2.GL_MAX_SAMPLES;
public static final int MULTISAMPLE = GL.GL_MULTISAMPLE;
public static final int POINT_SMOOTH = GL2.GL_POINT_SMOOTH;
public static final int LINE_SMOOTH = GL.GL_LINE_SMOOTH;
@@ -3044,8 +3033,7 @@ public class PGL {
return gl2.glMapBuffer(target, access);
}
public ByteBuffer mapBufferRange(int target, int offset, int length,
int access) {
public ByteBuffer mapBufferRange(int target, int offset, int length, int access) {
if (gl2x != null) {
return gl2x.glMapBufferRange(target, offset, length, access);
} else {
@@ -3073,8 +3061,7 @@ public class PGL {
// Reading Pixels
public void readPixels(int x, int y, int width, int height, int format,
int type, Buffer buffer) {
public void readPixels(int x, int y, int width, int height, int format, int type, Buffer buffer) {
gl.glReadPixels(x, y, width, height, format, type, buffer);
}
@@ -3090,13 +3077,11 @@ public class PGL {
gl2.glVertexAttrib2f(index, value0, value1);
}
public void vertexAttrib3f(int index, float value0, float value1,
float value2){
public void vertexAttrib3f(int index, float value0, float value1, float value2) {
gl2.glVertexAttrib3f(index, value0, value1, value2);
}
public void vertexAttrib4f(int index, float value0, float value1,
float value2, float value3) {
public void vertexAttrib4f(int index, float value0, float value1, float value2, float value3) {
gl2.glVertexAttrib4f(index, value0, value1, value2, value3);
}
@@ -3116,13 +3101,11 @@ public class PGL {
gl2.glVertexAttrib4fv(index, values);
}
public void vertexAttribPointer(int index, int size, int type,
boolean normalized, int stride, int offset) {
public void vertexAttribPointer(int index, int size, int type, boolean normalized, int stride, int offset) {
gl2.glVertexAttribPointer(index, size, type, normalized, stride, offset);
}
public void vertexAttribPointer(int index, int size, int type,
boolean normalized, int stride, Buffer data) {
public void vertexAttribPointer(int index, int size, int type, boolean normalized, int stride, Buffer data) {
gl2.glVertexAttribPointer(index, size, type, normalized, stride, data);
}
@@ -3182,45 +3165,28 @@ public class PGL {
gl.glActiveTexture(texture);
}
public void texImage2D(int target, int level, int internalFormat,
int width, int height, int border, int format,
int type, Buffer data) {
gl.glTexImage2D(target, level, internalFormat,
width, height, border, format, type, data);
public void texImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, Buffer data) {
gl.glTexImage2D(target, level, internalFormat, width, height, border, format, type, data);
}
public void copyTexImage2D(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);
public void copyTexImage2D(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);
}
public void texSubImage2D(int target, int level, int xOffset, int yOffset,
int width, int height, int format,
int type, Buffer data) {
gl.glTexSubImage2D(target, level, xOffset, yOffset,
width, height, format, type, data);
public void texSubImage2D(int target, int level, int xOffset, int yOffset, int width, int height, int format, int type, Buffer data) {
gl.glTexSubImage2D(target, level, xOffset, yOffset, width, height, format, type, data);
}
public void copyTexSubImage2D(int target, int level, int xOffset, int yOffset,
int x, int y, int width, int height) {
gl.glCopyTexSubImage2D(target, level, x, y, xOffset, xOffset,
width, height);
public void copyTexSubImage2D(int target, int level, int xOffset, int yOffset, int x, int y, int width, int height) {
gl.glCopyTexSubImage2D(target, level, x, y, xOffset, xOffset, width, height);
}
public void compressedTexImage2D(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);
public void compressedTexImage2D(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);
}
public void compressedTexSubImage2D(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);
public void compressedTexSubImage2D(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);
}
public void texParameteri(int target, int pname, int param) {
@@ -3280,24 +3246,23 @@ public class PGL {
return gl2.glCreateShader(type);
}
public void shaderSource(int id, String source) {
gl2.glShaderSource(id, 1, new String[] { source }, (int[]) null, 0);
public void shaderSource(int shader, String source) {
gl2.glShaderSource(shader, 1, new String[] { source }, (int[]) null, 0);
}
public void compileShader(int id) {
gl2.glCompileShader(id);
public void compileShader(int shader) {
gl2.glCompileShader(shader);
}
public void releaseShaderCompiler() {
gl2.glReleaseShaderCompiler();
}
public void deleteShader(int id) {
gl2.glDeleteShader(id);
public void deleteShader(int shader) {
gl2.glDeleteShader(shader);
}
public void shaderBinary(int count, IntBuffer shaders, int binaryFormat,
Buffer binary, int length) {
public void shaderBinary(int count, IntBuffer shaders, int binaryFormat, Buffer binary, int length) {
gl2.glShaderBinary(count, shaders, binaryFormat, binary, length);
}
@@ -3325,28 +3290,34 @@ public class PGL {
gl2.glDeleteProgram(program);
}
public void getActiveAttrib(int program, int index, int bufSize,
IntBuffer length, IntBuffer size, IntBuffer type,
ByteBuffer name) {
gl2.glGetActiveAttrib(program, index, bufSize, length, size, type, name);
public void getActiveAttrib(int program, int index, int[] size, int[] type, String[] name) {
int[] tmp = {0, 0, 0};
byte[] namebuf = new byte[1024];
gl2.glGetActiveAttrib(program, index, 1024, tmp, 0, tmp, 1, tmp, 2, namebuf, 0);
if (size != null && size.length != 0) size[0] = tmp[1];
if (type != null && type.length != 0) type[0] = tmp[2];
if (name != null && name.length != 0) name[0] = new String(namebuf, 0, tmp[0]);
}
public int getAttribLocation(int prog, String name) {
return gl2.glGetAttribLocation(prog, name);
public int getAttribLocation(int program, String name) {
return gl2.glGetAttribLocation(program, name);
}
public void bindAttribLocation(int program, int index, String name) {
gl2.glBindAttribLocation(program, index, name);
}
public int getUniformLocation(int prog, String name) {
return gl2.glGetUniformLocation(prog, name);
public int getUniformLocation(int program, String name) {
return gl2.glGetUniformLocation(program, name);
}
public void getActiveUniform(int program, int index, int bufSize,
IntBuffer length, IntBuffer size, IntBuffer type,
ByteBuffer name) {
gl2.glGetActiveUniform(program, index, bufSize, length, size, type, name);
public void getActiveUniform(int program, int index, int[] size,int[] type, String[] name) {
int[] tmp= {0, 0, 0};
byte[] namebuf = new byte[1024];
gl2.glGetActiveUniform(program, index, 1024, tmp, 0, tmp, 1, tmp, 2, namebuf, 0);
if (size != null && size.length != 0) size[0] = tmp[1];
if (type != null && type.length != 0) type[0] = tmp[2];
if (name != null && name.length != 0) name[0] = new String(namebuf, 0, tmp[0]);
}
public void uniform1i(int location, int value) {
@@ -3361,8 +3332,7 @@ public class PGL {
gl2.glUniform3i(location, value0, value1, value2);
}
public void uniform4i(int location, int value0, int value1, int value2,
int value3) {
public void uniform4i(int location, int value0, int value1, int value2, int value3) {
gl2.glUniform4i(location, value0, value1, value2, value3);
}
@@ -3374,13 +3344,11 @@ public class PGL {
gl2.glUniform2f(location, value0, value1);
}
public void uniform3f(int location, float value0, float value1,
float value2) {
public void uniform3f(int location, float value0, float value1, float value2) {
gl2.glUniform3f(location, value0, value1, value2);
}
public void uniform4f(int location, float value0, float value1, float value2,
float value3) {
public void uniform4f(int location, float value0, float value1, float value2, float value3) {
gl2.glUniform4f(location, value0, value1, value2, value3);
}
@@ -3416,23 +3384,20 @@ public class PGL {
gl2.glUniform4fv(location, count, v);
}
public void uniformMatrix2fv(int location, int count, boolean transpose,
FloatBuffer mat) {
public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer mat) {
gl2.glUniformMatrix2fv(location, count, transpose, mat);
}
public void uniformMatrix3fv(int location, int count, boolean transpose,
FloatBuffer mat) {
public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer mat) {
gl2.glUniformMatrix3fv(location, count, transpose, mat);
}
public void uniformMatrix4fv(int location, int count, boolean transpose,
FloatBuffer mat) {
public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer mat) {
gl2.glUniformMatrix4fv(location, count, transpose, mat);
}
public void validateProgram(int prog) {
gl2.glValidateProgram(prog);
public void validateProgram(int program) {
gl2.glValidateProgram(program);
}
public boolean isShader(int shader) {
@@ -3443,8 +3408,7 @@ public class PGL {
gl2.glGetShaderiv(shader, pname, params);
}
public void getAttachedShaders(int program, int maxCount, IntBuffer count,
IntBuffer shaders) {
public void getAttachedShaders(int program, int maxCount, IntBuffer count, IntBuffer shaders) {
gl2.glGetAttachedShaders(program, maxCount, count, shaders);
}
@@ -3458,13 +3422,14 @@ public class PGL {
return new String(log);
}
public void getShaderSource(int shader, int bufSize, IntBuffer length,
ByteBuffer source) {
gl2.glGetShaderSource(shader, bufSize, length, source);
public String getShaderSource(int shader) {
int[] len = {0};
byte[] buf = new byte[1024];
gl2.glGetShaderSource(shader, 1024, len, 0, buf, 0);
return new String(buf, 0, len[0]);
}
public void getShaderPrecisionFormat(int shaderType, int precisionType,
IntBuffer range, IntBuffer precision) {
public void getShaderPrecisionFormat(int shaderType, int precisionType, IntBuffer range, IntBuffer precision) {
gl2.glGetShaderPrecisionFormat(shaderType, precisionType, range, precision);
}
@@ -3477,7 +3442,7 @@ public class PGL {
}
public void getVertexAttribPointerv() {
throw new RuntimeException("Function glGetVertexAttribPointerv() is not available");
throw new RuntimeException(String.format(MISSING_GLFUNC_ERROR, "glGetVertexAttribPointerv()"));
}
public void getUniformfv(int program, int location, FloatBuffer params) {
@@ -3492,18 +3457,18 @@ public class PGL {
return gl2.glIsProgram(program);
}
public void getProgramiv(int prog, int pname, IntBuffer params) {
gl2.glGetProgramiv(prog, pname, params);
public void getProgramiv(int program, int pname, IntBuffer params) {
gl2.glGetProgramiv(program, pname, params);
}
public String getProgramInfoLog(int prog) {
public String getProgramInfoLog(int program) {
int[] val = { 0 };
gl2.glGetShaderiv(prog, GL2.GL_INFO_LOG_LENGTH, val, 0);
gl2.glGetShaderiv(program, GL2.GL_INFO_LOG_LENGTH, val, 0);
int length = val[0];
if (0 < length) {
byte[] log = new byte[length];
gl2.glGetProgramInfoLog(prog, length, val, 0, log, 0);
gl2.glGetProgramInfoLog(program, length, val, 0, log, 0);
return new String(log);
} else {
return "Unknow error";
@@ -3554,8 +3519,7 @@ public class PGL {
gl.glBlendFunc(src, dst);
}
public void blendFuncSeparate(int srcRGB, int dstRGB,
int srcAlpha, int dstAlpha) {
public void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) {
gl.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
@@ -3633,19 +3597,15 @@ public class PGL {
gl.glGenRenderbuffers(n, renderbuffers);
}
public void renderbufferStorage(int target, int internalFormat,
int width, int height) {
public void renderbufferStorage(int target, int internalFormat, int width, int height) {
gl.glRenderbufferStorage(target, internalFormat, width, height);
}
public void framebufferRenderbuffer(int target, int attachment,
int rendbuferfTarget, int renderbuffer) {
gl.glFramebufferRenderbuffer(target, attachment, rendbuferfTarget,
renderbuffer);
public void framebufferRenderbuffer(int target, int attachment, int rendbuferfTarget, int renderbuffer) {
gl.glFramebufferRenderbuffer(target, attachment, rendbuferfTarget, renderbuffer);
}
public void framebufferTexture2D(int target, int attachment, int texTarget,
int texture, int level) {
public void framebufferTexture2D(int target, int attachment, int texTarget, int texture, int level) {
gl.glFramebufferTexture2D(target, attachment, texTarget, texture, level);
}
@@ -3657,35 +3617,27 @@ public class PGL {
return gl2.glIsFramebuffer(framebuffer);
}
public void getFramebufferAttachmentParameteriv(int target, int attachment,
int pname, IntBuffer params) {
gl2.glGetFramebufferAttachmentParameteriv(target, attachment, pname,
params);
public void getFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params) {
gl2.glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
public boolean isRenderbuffer(int renderbuffer) {
return gl2.glIsRenderbuffer(renderbuffer);
}
public void getRenderbufferParameteriv(int target, int pname,
IntBuffer params) {
public void getRenderbufferParameteriv(int target, int pname, IntBuffer params) {
gl2.glGetRenderbufferParameteriv(target, pname, params);
}
public void blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1,
int dstX0, int dstY0, int dstX1, int dstY1,
int mask, int filter) {
public void blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) {
if (gl2x != null) {
gl2x.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1, mask, filter);
gl2x.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
}
public void renderbufferStorageMultisample(int target, int samples,
int format, int width, int height){
public void renderbufferStorageMultisample(int target, int samples, int format, int width, int height) {
if (gl2x != null) {
gl2x.glRenderbufferStorageMultisample(target, samples, format,
width, height);
gl2x.glRenderbufferStorageMultisample(target, samples, format, width, height);
}
}