continue with the refactoring of PGL

This commit is contained in:
codeanticode
2013-09-12 19:12:53 -04:00
parent d21b911a13
commit d334a8a8f9
3 changed files with 3135 additions and 2263 deletions

View File

@@ -2529,308 +2529,299 @@ public class PLWJGL extends PGL {
//////////////////////////////////////////////////////////////////////////////
//
// OpenGL ES 2.0 API, with a few additional functions for multisampling and
// and buffer mapping from OpenGL 2.1+.
//
// The functions are organized following the groups in the GLES 2.0 reference
// card:
// http://www.khronos.org/opengles/sdk/docs/reference_cards/OpenGL-ES-2_0-Reference-card.pdf
//
// The entire GLES 2.0 specification is available below:
// http://www.khronos.org/opengles/2_X/
//
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////
// Constants
public static final int FALSE = GL11.GL_FALSE;
public static final int TRUE = GL11.GL_TRUE;
static {
FALSE = GL11.GL_FALSE;
TRUE = GL11.GL_TRUE;
public static final int INT = GL11.GL_INT;
public static final int BYTE = GL11.GL_BYTE;
public static final int SHORT = GL11.GL_SHORT;
public static final int FLOAT = GL11.GL_FLOAT;
public static final int BOOL = GL20.GL_BOOL;
public static final int UNSIGNED_INT = GL11.GL_UNSIGNED_INT;
public static final int UNSIGNED_BYTE = GL11.GL_UNSIGNED_BYTE;
public static final int UNSIGNED_SHORT = GL11.GL_UNSIGNED_SHORT;
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;
public static final int RGB = GL11.GL_RGB;
public static final int RGBA = GL11.GL_RGBA;
public static final int ALPHA = GL11.GL_ALPHA;
public static final int LUMINANCE = GL11.GL_LUMINANCE;
public static final int LUMINANCE_ALPHA = GL11.GL_LUMINANCE_ALPHA;
RGB = GL11.GL_RGB;
RGBA = GL11.GL_RGBA;
ALPHA = GL11.GL_ALPHA;
LUMINANCE = GL11.GL_LUMINANCE;
LUMINANCE_ALPHA = GL11.GL_LUMINANCE_ALPHA;
public static final int UNSIGNED_SHORT_5_6_5 = GL12.GL_UNSIGNED_SHORT_5_6_5;
public static final int UNSIGNED_SHORT_4_4_4_4 = GL12.GL_UNSIGNED_SHORT_4_4_4_4;
public static final int UNSIGNED_SHORT_5_5_5_1 = GL12.GL_UNSIGNED_SHORT_5_5_5_1;
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;
public static final int RGBA4 = GL11.GL_RGBA4;
public static final int RGB5_A1 = GL11.GL_RGB5_A1;
public static final int RGB565 = ARBES2Compatibility.GL_RGB565;
RGBA4 = GL11.GL_RGBA4;
RGB5_A1 = GL11.GL_RGB5_A1;
RGB565 = ARBES2Compatibility.GL_RGB565;
public static final int READ_ONLY = GL15.GL_READ_ONLY;
public static final int WRITE_ONLY = GL15.GL_WRITE_ONLY;
public static final int READ_WRITE = GL15.GL_READ_WRITE;
READ_ONLY = GL15.GL_READ_ONLY;
WRITE_ONLY = GL15.GL_WRITE_ONLY;
READ_WRITE = GL15.GL_READ_WRITE;
public static final int TESS_WINDING_NONZERO = GLU.GLU_TESS_WINDING_NONZERO;
public static final int TESS_WINDING_ODD = GLU.GLU_TESS_WINDING_ODD;
TESS_WINDING_NONZERO = GLU.GLU_TESS_WINDING_NONZERO;
TESS_WINDING_ODD = GLU.GLU_TESS_WINDING_ODD;
public static final int GENERATE_MIPMAP_HINT = GL14.GL_GENERATE_MIPMAP_HINT;
public static final int FASTEST = GL11.GL_FASTEST;
public static final int NICEST = GL11.GL_NICEST;
public static final int DONT_CARE = GL11.GL_DONT_CARE;
GENERATE_MIPMAP_HINT = GL14.GL_GENERATE_MIPMAP_HINT;
FASTEST = GL11.GL_FASTEST;
NICEST = GL11.GL_NICEST;
DONT_CARE = GL11.GL_DONT_CARE;
public static final int VENDOR = GL11.GL_VENDOR;
public static final int RENDERER = GL11.GL_RENDERER;
public static final int VERSION = GL11.GL_VERSION;
public static final int EXTENSIONS = GL11.GL_EXTENSIONS;
public static final int SHADING_LANGUAGE_VERSION = GL20.GL_SHADING_LANGUAGE_VERSION;
VENDOR = GL11.GL_VENDOR;
RENDERER = GL11.GL_RENDERER;
VERSION = GL11.GL_VERSION;
EXTENSIONS = GL11.GL_EXTENSIONS;
SHADING_LANGUAGE_VERSION = GL20.GL_SHADING_LANGUAGE_VERSION;
public static final int MAX_SAMPLES = GL30.GL_MAX_SAMPLES;
public static final int SAMPLES = GL13.GL_SAMPLES;
MAX_SAMPLES = GL30.GL_MAX_SAMPLES;
SAMPLES = GL13.GL_SAMPLES;
public static final int ALIASED_LINE_WIDTH_RANGE = GL12.GL_ALIASED_LINE_WIDTH_RANGE;
public static final int ALIASED_POINT_SIZE_RANGE = GL12.GL_ALIASED_POINT_SIZE_RANGE;
ALIASED_LINE_WIDTH_RANGE = GL12.GL_ALIASED_LINE_WIDTH_RANGE;
ALIASED_POINT_SIZE_RANGE = GL12.GL_ALIASED_POINT_SIZE_RANGE;
public static final int DEPTH_BITS = GL11.GL_DEPTH_BITS;
public static final int STENCIL_BITS = GL11.GL_STENCIL_BITS;
DEPTH_BITS = GL11.GL_DEPTH_BITS;
STENCIL_BITS = GL11.GL_STENCIL_BITS;
public static final int CCW = GL11.GL_CCW;
public static final int CW = GL11.GL_CW;
CCW = GL11.GL_CCW;
CW = GL11.GL_CW;
public static final int VIEWPORT = GL11.GL_VIEWPORT;
VIEWPORT = GL11.GL_VIEWPORT;
public static final int ARRAY_BUFFER = GL15.GL_ARRAY_BUFFER;
public static final int ELEMENT_ARRAY_BUFFER = GL15.GL_ELEMENT_ARRAY_BUFFER;
ARRAY_BUFFER = GL15.GL_ARRAY_BUFFER;
ELEMENT_ARRAY_BUFFER = GL15.GL_ELEMENT_ARRAY_BUFFER;
public static final int MAX_VERTEX_ATTRIBS = GL20.GL_MAX_VERTEX_ATTRIBS;
MAX_VERTEX_ATTRIBS = GL20.GL_MAX_VERTEX_ATTRIBS;
public static final int STATIC_DRAW = GL15.GL_STATIC_DRAW;
public static final int DYNAMIC_DRAW = GL15.GL_DYNAMIC_DRAW;
public static final int STREAM_DRAW = GL15.GL_STREAM_DRAW;
STATIC_DRAW = GL15.GL_STATIC_DRAW;
DYNAMIC_DRAW = GL15.GL_DYNAMIC_DRAW;
STREAM_DRAW = GL15.GL_STREAM_DRAW;
public static final int BUFFER_SIZE = GL15.GL_BUFFER_SIZE;
public static final int BUFFER_USAGE = GL15.GL_BUFFER_USAGE;
BUFFER_SIZE = GL15.GL_BUFFER_SIZE;
BUFFER_USAGE = GL15.GL_BUFFER_USAGE;
public static final int POINTS = GL11.GL_POINTS;
public static final int LINE_STRIP = GL11.GL_LINE_STRIP;
public static final int LINE_LOOP = GL11.GL_LINE_LOOP;
public static final int LINES = GL11.GL_LINES;
public static final int TRIANGLE_FAN = GL11.GL_TRIANGLE_FAN;
public static final int TRIANGLE_STRIP = GL11.GL_TRIANGLE_STRIP;
public static final int TRIANGLES = GL11.GL_TRIANGLES;
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;
public static final int CULL_FACE = GL11.GL_CULL_FACE;
public static final int FRONT = GL11.GL_FRONT;
public static final int BACK = GL11.GL_BACK;
public static final int FRONT_AND_BACK = GL11.GL_FRONT_AND_BACK;
CULL_FACE = GL11.GL_CULL_FACE;
FRONT = GL11.GL_FRONT;
BACK = GL11.GL_BACK;
FRONT_AND_BACK = GL11.GL_FRONT_AND_BACK;
public static final int POLYGON_OFFSET_FILL = GL11.GL_POLYGON_OFFSET_FILL;
POLYGON_OFFSET_FILL = GL11.GL_POLYGON_OFFSET_FILL;
public static final int UNPACK_ALIGNMENT = GL11.GL_UNPACK_ALIGNMENT;
public static final int PACK_ALIGNMENT = GL11.GL_PACK_ALIGNMENT;
UNPACK_ALIGNMENT = GL11.GL_UNPACK_ALIGNMENT;
PACK_ALIGNMENT = GL11.GL_PACK_ALIGNMENT;
public static final int TEXTURE_2D = GL11.GL_TEXTURE_2D;
public static final int TEXTURE_RECTANGLE = GL31.GL_TEXTURE_RECTANGLE;
TEXTURE_2D = GL11.GL_TEXTURE_2D;
TEXTURE_RECTANGLE = GL31.GL_TEXTURE_RECTANGLE;
public static final int TEXTURE_BINDING_2D = GL11.GL_TEXTURE_BINDING_2D;
public static final int TEXTURE_BINDING_RECTANGLE = GL31.GL_TEXTURE_BINDING_RECTANGLE;
TEXTURE_BINDING_2D = GL11.GL_TEXTURE_BINDING_2D;
TEXTURE_BINDING_RECTANGLE = GL31.GL_TEXTURE_BINDING_RECTANGLE;
public static final int MAX_TEXTURE_SIZE = GL11.GL_MAX_TEXTURE_SIZE;
public static final int TEXTURE_MAX_ANISOTROPY = EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT;
public static final int MAX_TEXTURE_MAX_ANISOTROPY = EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
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;
public static final int MAX_VERTEX_TEXTURE_IMAGE_UNITS = GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS;
public static final int MAX_TEXTURE_IMAGE_UNITS = GL20.GL_MAX_TEXTURE_IMAGE_UNITS;
public static final int MAX_COMBINED_TEXTURE_IMAGE_UNITS = GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS;
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;
public static final int NUM_COMPRESSED_TEXTURE_FORMATS = GL13.GL_NUM_COMPRESSED_TEXTURE_FORMATS;
public static final int COMPRESSED_TEXTURE_FORMATS = GL13.GL_COMPRESSED_TEXTURE_FORMATS;
NUM_COMPRESSED_TEXTURE_FORMATS = GL13.GL_NUM_COMPRESSED_TEXTURE_FORMATS;
COMPRESSED_TEXTURE_FORMATS = GL13.GL_COMPRESSED_TEXTURE_FORMATS;
public static final int NEAREST = GL11.GL_NEAREST;
public static final int LINEAR = GL11.GL_LINEAR;
public static final int LINEAR_MIPMAP_NEAREST = GL11.GL_LINEAR_MIPMAP_NEAREST;
public static final int LINEAR_MIPMAP_LINEAR = GL11.GL_LINEAR_MIPMAP_LINEAR;
NEAREST = GL11.GL_NEAREST;
LINEAR = GL11.GL_LINEAR;
LINEAR_MIPMAP_NEAREST = GL11.GL_LINEAR_MIPMAP_NEAREST;
LINEAR_MIPMAP_LINEAR = GL11.GL_LINEAR_MIPMAP_LINEAR;
public static final int CLAMP_TO_EDGE = GL12.GL_CLAMP_TO_EDGE;
public static final int REPEAT = GL11.GL_REPEAT;
CLAMP_TO_EDGE = GL12.GL_CLAMP_TO_EDGE;
REPEAT = GL11.GL_REPEAT;
public static final int TEXTURE0 = GL13.GL_TEXTURE0;
public static final int TEXTURE1 = GL13.GL_TEXTURE1;
public static final int TEXTURE2 = GL13.GL_TEXTURE2;
public static final int TEXTURE3 = GL13.GL_TEXTURE3;
public static final int TEXTURE_MIN_FILTER = GL11.GL_TEXTURE_MIN_FILTER;
public static final int TEXTURE_MAG_FILTER = GL11.GL_TEXTURE_MAG_FILTER;
public static final int TEXTURE_WRAP_S = GL11.GL_TEXTURE_WRAP_S;
public static final int TEXTURE_WRAP_T = GL11.GL_TEXTURE_WRAP_T;
public static final int TEXTURE_WRAP_R = GL12.GL_TEXTURE_WRAP_R;
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;
public static final int TEXTURE_CUBE_MAP = GL13.GL_TEXTURE_CUBE_MAP;
public static final int TEXTURE_CUBE_MAP_POSITIVE_X = GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X;
public static final int TEXTURE_CUBE_MAP_POSITIVE_Y = GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
public static final int TEXTURE_CUBE_MAP_POSITIVE_Z = GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_X = GL13.GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_Y = GL13.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
public static final int TEXTURE_CUBE_MAP_NEGATIVE_Z = GL13.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
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;
public static final int VERTEX_SHADER = GL20.GL_VERTEX_SHADER;
public static final int FRAGMENT_SHADER = GL20.GL_FRAGMENT_SHADER;
public static final int INFO_LOG_LENGTH = GL20.GL_INFO_LOG_LENGTH;
public static final int SHADER_SOURCE_LENGTH = GL20.GL_SHADER_SOURCE_LENGTH;
public static final int COMPILE_STATUS = GL20.GL_COMPILE_STATUS;
public static final int LINK_STATUS = GL20.GL_LINK_STATUS;
public static final int VALIDATE_STATUS = GL20.GL_VALIDATE_STATUS;
public static final int SHADER_TYPE = GL20.GL_SHADER_TYPE;
public static final int DELETE_STATUS = GL20.GL_DELETE_STATUS;
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;
public static final int FLOAT_VEC2 = GL20.GL_FLOAT_VEC2;
public static final int FLOAT_VEC3 = GL20.GL_FLOAT_VEC3;
public static final int FLOAT_VEC4 = GL20.GL_FLOAT_VEC4;
public static final int FLOAT_MAT2 = GL20.GL_FLOAT_MAT2;
public static final int FLOAT_MAT3 = GL20.GL_FLOAT_MAT3;
public static final int FLOAT_MAT4 = GL20.GL_FLOAT_MAT4;
public static final int INT_VEC2 = GL20.GL_INT_VEC2;
public static final int INT_VEC3 = GL20.GL_INT_VEC3;
public static final int INT_VEC4 = GL20.GL_INT_VEC4;
public static final int BOOL_VEC2 = GL20.GL_BOOL_VEC2;
public static final int BOOL_VEC3 = GL20.GL_BOOL_VEC3;
public static final int BOOL_VEC4 = GL20.GL_BOOL_VEC4;
public static final int SAMPLER_2D = GL20.GL_SAMPLER_2D;
public static final int SAMPLER_CUBE = GL20.GL_SAMPLER_CUBE;
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;
public static final int LOW_FLOAT = ARBES2Compatibility.GL_LOW_FLOAT;
public static final int MEDIUM_FLOAT = ARBES2Compatibility.GL_MEDIUM_FLOAT;
public static final int HIGH_FLOAT = ARBES2Compatibility.GL_HIGH_FLOAT;
public static final int LOW_INT = ARBES2Compatibility.GL_LOW_INT;
public static final int MEDIUM_INT = ARBES2Compatibility.GL_MEDIUM_INT;
public static final int HIGH_INT = ARBES2Compatibility.GL_HIGH_INT;
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;
public static final int CURRENT_VERTEX_ATTRIB = GL20.GL_CURRENT_VERTEX_ATTRIB;
CURRENT_VERTEX_ATTRIB = GL20.GL_CURRENT_VERTEX_ATTRIB;
public static final int VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = GL15.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING;
public static final int VERTEX_ATTRIB_ARRAY_ENABLED = GL20.GL_VERTEX_ATTRIB_ARRAY_ENABLED;
public static final int VERTEX_ATTRIB_ARRAY_SIZE = GL20.GL_VERTEX_ATTRIB_ARRAY_SIZE;
public static final int VERTEX_ATTRIB_ARRAY_STRIDE = GL20.GL_VERTEX_ATTRIB_ARRAY_STRIDE;
public static final int VERTEX_ATTRIB_ARRAY_TYPE = GL20.GL_VERTEX_ATTRIB_ARRAY_TYPE;
public static final int VERTEX_ATTRIB_ARRAY_NORMALIZED = GL20.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED;
public static final int VERTEX_ATTRIB_ARRAY_POINTER = GL20.GL_VERTEX_ATTRIB_ARRAY_POINTER;
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;
public static final int BLEND = GL11.GL_BLEND;
public static final int ONE = GL11.GL_ONE;
public static final int ZERO = GL11.GL_ZERO;
public static final int SRC_ALPHA = GL11.GL_SRC_ALPHA;
public static final int DST_ALPHA = GL11.GL_DST_ALPHA;
public static final int ONE_MINUS_SRC_ALPHA = GL11.GL_ONE_MINUS_SRC_ALPHA;
public static final int ONE_MINUS_DST_COLOR = GL11.GL_ONE_MINUS_DST_COLOR;
public static final int ONE_MINUS_SRC_COLOR = GL11.GL_ONE_MINUS_SRC_COLOR;
public static final int DST_COLOR = GL11.GL_DST_COLOR;
public static final int SRC_COLOR = GL11.GL_SRC_COLOR;
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;
public static final int SAMPLE_ALPHA_TO_COVERAGE = GL13.GL_SAMPLE_ALPHA_TO_COVERAGE;
public static final int SAMPLE_COVERAGE = GL13.GL_SAMPLE_COVERAGE;
SAMPLE_ALPHA_TO_COVERAGE = GL13.GL_SAMPLE_ALPHA_TO_COVERAGE;
SAMPLE_COVERAGE = GL13.GL_SAMPLE_COVERAGE;
public static final int KEEP = GL11.GL_KEEP;
public static final int REPLACE = GL11.GL_REPLACE;
public static final int INCR = GL11.GL_INCR;
public static final int DECR = GL11.GL_DECR;
public static final int INVERT = GL11.GL_INVERT;
public static final int INCR_WRAP = GL14.GL_INCR_WRAP;
public static final int DECR_WRAP = GL14.GL_DECR_WRAP;
public static final int NEVER = GL11.GL_NEVER;
public static final int ALWAYS = GL11.GL_ALWAYS;
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;
public static final int EQUAL = GL11.GL_EQUAL;
public static final int LESS = GL11.GL_LESS;
public static final int LEQUAL = GL11.GL_LEQUAL;
public static final int GREATER = GL11.GL_GREATER;
public static final int GEQUAL = GL11.GL_GEQUAL;
public static final int NOTEQUAL = GL11.GL_NOTEQUAL;
EQUAL = GL11.GL_EQUAL;
LESS = GL11.GL_LESS;
LEQUAL = GL11.GL_LEQUAL;
GREATER = GL11.GL_GREATER;
GEQUAL = GL11.GL_GEQUAL;
NOTEQUAL = GL11.GL_NOTEQUAL;
public static final int FUNC_ADD = GL14.GL_FUNC_ADD;
public static final int FUNC_MIN = GL14.GL_MIN;
public static final int FUNC_MAX = GL14.GL_MAX;
public static final int FUNC_REVERSE_SUBTRACT = GL14.GL_FUNC_REVERSE_SUBTRACT;
public static final int FUNC_SUBTRACT = GL14.GL_FUNC_SUBTRACT;
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;
public static final int DITHER = GL11.GL_DITHER;
DITHER = GL11.GL_DITHER;
public static final int CONSTANT_COLOR = GL11.GL_CONSTANT_COLOR;
public static final int CONSTANT_ALPHA = GL11.GL_CONSTANT_ALPHA;
public static final int ONE_MINUS_CONSTANT_COLOR = GL11.GL_ONE_MINUS_CONSTANT_COLOR;
public static final int ONE_MINUS_CONSTANT_ALPHA = GL11.GL_ONE_MINUS_CONSTANT_ALPHA;
public static final int SRC_ALPHA_SATURATE = GL11.GL_SRC_ALPHA_SATURATE;
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;
public static final int SCISSOR_TEST = GL11.GL_SCISSOR_TEST;
public static final int DEPTH_TEST = GL11.GL_DEPTH_TEST;
public static final int DEPTH_WRITEMASK = GL11.GL_DEPTH_WRITEMASK;
public static final int ALPHA_TEST = GL11.GL_ALPHA_TEST;
SCISSOR_TEST = GL11.GL_SCISSOR_TEST;
DEPTH_TEST = GL11.GL_DEPTH_TEST;
DEPTH_WRITEMASK = GL11.GL_DEPTH_WRITEMASK;
ALPHA_TEST = GL11.GL_ALPHA_TEST;
public static final int COLOR_BUFFER_BIT = GL11.GL_COLOR_BUFFER_BIT;
public static final int DEPTH_BUFFER_BIT = GL11.GL_DEPTH_BUFFER_BIT;
public static final int STENCIL_BUFFER_BIT = GL11.GL_STENCIL_BUFFER_BIT;
COLOR_BUFFER_BIT = GL11.GL_COLOR_BUFFER_BIT;
DEPTH_BUFFER_BIT = GL11.GL_DEPTH_BUFFER_BIT;
STENCIL_BUFFER_BIT = GL11.GL_STENCIL_BUFFER_BIT;
public static final int FRAMEBUFFER = GL30.GL_FRAMEBUFFER;
public static final int COLOR_ATTACHMENT0 = GL30.GL_COLOR_ATTACHMENT0;
public static final int COLOR_ATTACHMENT1 = GL30.GL_COLOR_ATTACHMENT1;
public static final int COLOR_ATTACHMENT2 = GL30.GL_COLOR_ATTACHMENT2;
public static final int COLOR_ATTACHMENT3 = GL30.GL_COLOR_ATTACHMENT3;
public static final int RENDERBUFFER = GL30.GL_RENDERBUFFER;
public static final int DEPTH_ATTACHMENT = GL30.GL_DEPTH_ATTACHMENT;
public static final int STENCIL_ATTACHMENT = GL30.GL_STENCIL_ATTACHMENT;
public static final int READ_FRAMEBUFFER = GL30.GL_READ_FRAMEBUFFER;
public static final int DRAW_FRAMEBUFFER = GL30.GL_DRAW_FRAMEBUFFER;
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;
public static final int RGBA8 = GL11.GL_RGBA8;
public static final int DEPTH24_STENCIL8 = GL30.GL_DEPTH24_STENCIL8;
RGBA8 = GL11.GL_RGBA8;
DEPTH24_STENCIL8 = GL30.GL_DEPTH24_STENCIL8;
public static final int DEPTH_COMPONENT = GL11.GL_DEPTH_COMPONENT;
public static final int DEPTH_COMPONENT16 = GL14.GL_DEPTH_COMPONENT16;
public static final int DEPTH_COMPONENT24 = GL14.GL_DEPTH_COMPONENT24;
public static final int DEPTH_COMPONENT32 = GL14.GL_DEPTH_COMPONENT32;
DEPTH_COMPONENT = GL11.GL_DEPTH_COMPONENT;
DEPTH_COMPONENT16 = GL14.GL_DEPTH_COMPONENT16;
DEPTH_COMPONENT24 = GL14.GL_DEPTH_COMPONENT24;
DEPTH_COMPONENT32 = GL14.GL_DEPTH_COMPONENT32;
public static final int STENCIL_INDEX = GL11.GL_STENCIL_INDEX;
public static final int STENCIL_INDEX1 = GL30.GL_STENCIL_INDEX1;
public static final int STENCIL_INDEX4 = GL30.GL_STENCIL_INDEX4;
public static final int STENCIL_INDEX8 = GL30.GL_STENCIL_INDEX8;
STENCIL_INDEX = GL11.GL_STENCIL_INDEX;
STENCIL_INDEX1 = GL30.GL_STENCIL_INDEX1;
STENCIL_INDEX4 = GL30.GL_STENCIL_INDEX4;
STENCIL_INDEX8 = GL30.GL_STENCIL_INDEX8;
public static final int DEPTH_STENCIL = GL30.GL_DEPTH_STENCIL;
DEPTH_STENCIL = GL30.GL_DEPTH_STENCIL;
public static final int FRAMEBUFFER_COMPLETE = GL30.GL_FRAMEBUFFER_COMPLETE;
public static final int FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL30.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
public static final int FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL30.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
public static final int FRAMEBUFFER_INCOMPLETE_DIMENSIONS = EXTFramebufferObject.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT;
public static final int FRAMEBUFFER_INCOMPLETE_FORMATS = EXTFramebufferObject.GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT;
public static final int FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL30.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER;
public static final int FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL30.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER;
public static final int FRAMEBUFFER_UNSUPPORTED = GL30.GL_FRAMEBUFFER_UNSUPPORTED;
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;
public static final int FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = GL30.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE;
public static final int FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = GL30.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME;
public static final int FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = GL30.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL;
public static final int FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = GL30.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE;
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;
public static final int RENDERBUFFER_WIDTH = GL30.GL_RENDERBUFFER_WIDTH;
public static final int RENDERBUFFER_HEIGHT = GL30.GL_RENDERBUFFER_HEIGHT;
public static final int RENDERBUFFER_RED_SIZE = GL30.GL_RENDERBUFFER_RED_SIZE;
public static final int RENDERBUFFER_GREEN_SIZE = GL30.GL_RENDERBUFFER_GREEN_SIZE;
public static final int RENDERBUFFER_BLUE_SIZE = GL30.GL_RENDERBUFFER_BLUE_SIZE;
public static final int RENDERBUFFER_ALPHA_SIZE = GL30.GL_RENDERBUFFER_ALPHA_SIZE;
public static final int RENDERBUFFER_DEPTH_SIZE = GL30.GL_RENDERBUFFER_DEPTH_SIZE;
public static final int RENDERBUFFER_STENCIL_SIZE = GL30.GL_RENDERBUFFER_STENCIL_SIZE;
public static final int RENDERBUFFER_INTERNAL_FORMAT = GL30.GL_RENDERBUFFER_INTERNAL_FORMAT;
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;
public static final int MULTISAMPLE = GL13.GL_MULTISAMPLE;
public static final int POINT_SMOOTH = GL11.GL_POINT_SMOOTH;
public static final int LINE_SMOOTH = GL11.GL_LINE_SMOOTH;
public static final int POLYGON_SMOOTH = GL11.GL_POLYGON_SMOOTH;
MULTISAMPLE = GL13.GL_MULTISAMPLE;
POINT_SMOOTH = GL11.GL_POINT_SMOOTH;
LINE_SMOOTH = GL11.GL_LINE_SMOOTH;
POLYGON_SMOOTH = GL11.GL_POLYGON_SMOOTH;
}
///////////////////////////////////////////////////////////
@@ -3000,14 +2991,6 @@ public class PLWJGL extends PGL {
// Reading Pixels
public void readPixels(int x, int y, int width, int height, int format, int type, Buffer buffer) {
boolean needEndBegin = format != STENCIL_INDEX &&
format != DEPTH_COMPONENT && format != DEPTH_STENCIL;
if (needEndBegin) pg.beginReadPixels();
readPixelsImpl(x, y, width, height, format, type, buffer);
if (needEndBegin) pg.endReadPixels();
}
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);
}
@@ -3122,11 +3105,6 @@ public class PLWJGL extends PGL {
// Texturing
public void activeTexture(int texture) {
GL13.glActiveTexture(texture);
activeTexUnit = texture - TEXTURE0;
}
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);
}
@@ -3171,25 +3149,6 @@ public class PLWJGL extends PGL {
GL30.glGenerateMipmap(target);
}
public void bindTexture(int target, int texture) {
GL11.glBindTexture(target, texture);
if (boundTextures == null) {
maxTexUnits = getMaxTexUnits();
boundTextures = new int[maxTexUnits][2];
}
if (maxTexUnits <= activeTexUnit) {
throw new RuntimeException(TEXUNIT_ERROR);
}
if (target == TEXTURE_2D) {
boundTextures[activeTexUnit][0] = texture;
} else if (target == TEXTURE_RECTANGLE) {
boundTextures[activeTexUnit][1] = texture;
}
}
public void genTextures(int n, IntBuffer textures) {
GL11.glGenTextures(textures);
}
@@ -3210,6 +3169,14 @@ public class PLWJGL extends PGL {
return GL11.glIsTexture(texture);
}
protected void activeTextureImpl(int texture) {
GL13.glActiveTexture(texture);
}
protected void bindTextureImpl(int target, int texture) {
GL11.glBindTexture(target, texture);
}
///////////////////////////////////////////////////////////
// Shaders and Programs