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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Created on 28.10.2006 by RST.
// $Id: GLWrapLWJGL.java,v 1.1 2006-10-31 13:06:33 salomo Exp $
package jake2.render.lwjgl;
import java.nio.*;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.GLImpl;
import net.java.games.jogl.GL;
import jake2.*;
import jake2.client.*;
import jake2.game.*;
import jake2.qcommon.*;
import jake2.render.*;
import jake2.render.common.GenericGL;
import jake2.server.*;
import net.java.games.jogl.*;
public class GLWrapLWJGL implements GenericGL{
protected GLImpl gl;
public GLWrapLWJGL(GLImpl gl)
{
this.gl = gl;
}
public final void glTexParameterf(int gl_texture_2d, int gl_texture_min_filter, int gl_nearest) {
gl.glTexParameterf(gl_texture_2d, gl_texture_min_filter, gl_nearest);
}
public final void glBegin(int gl_triangle_fan2) {
gl.glBegin(gl_triangle_fan2);
}
public final void glTexCoord2f(float s, float t) {
gl.glTexCoord2f(s, t);
}
public final void glVertex3f(float f, float g, float h) {
gl.glVertex3f(f, g, h);
}
public final void glEnd() {
gl.glEnd();
}
public final void glPushMatrix() {
gl.glPushMatrix();
}
public final void glTranslatef(float f, float g, float h) {
gl.glTranslatef(f, g, h);
}
public final void glRotatef(float f, float g, float h, float i) {
gl.glRotatef(f, g, h, i);
}
public final void glPopMatrix() {
gl.glPopMatrix();
}
public final void glColor3f(float f, float g, float h) {
gl.glColor3f(f, g, h);
}
public final void glDepthMask(boolean b) {
gl.glDepthMask(b);
}
public final void glDisable(int gl_texture_2d2) {
gl.glDisable(gl_texture_2d2);
}
public final void glBlendFunc(int gl_src_alpha2, int gl_one_minus_src_alpha2) {
gl.glBlendFunc(gl_src_alpha2, gl_one_minus_src_alpha2);
}
public final void glShadeModel(int gl_smooth2) {
gl.glShadeModel(gl_smooth2);
}
public final void glDrawArrays(int gl_polygon2, int pos, int numverts) {
gl.glDrawArrays(gl_polygon2, pos, numverts);
}
public final void glBindTexture(int gl_texture_2d2, int texnum) {
gl.glBindTexture(gl_texture_2d2, texnum);
}
public final void glActiveTextureARB(int texture) {
gl.glActiveTextureARB( texture);
}
public final void glClientActiveTextureARB(int texture) {
gl.glClientActiveTextureARB(texture);
}
public final void glTexEnvi(int gl_texture_env2, int gl_texture_env_mode2, int mode) {
gl.glTexEnvi(gl_texture_env2, gl_texture_env_mode2, mode);
}
public final void glVertex2f(int x, int y) {
gl.glVertex2f(x, y);
}
public final void glEnable(int gl_alpha_test2) {
gl.glEnable(gl_alpha_test2);
}
public final void glColor3ub(byte b, byte c, byte d) {
gl.glColor3ub(b, c, d);
}
public final void glColor4f(int i, int j, int k, float f) {
gl.glColor4f(i, j, k, f);
}
public final void glTexImage2D(int gl_texture_2d2, int i, int gl_tex_solid_format, int j, int k, int l, int gl_rgba3, int gl_unsigned_byte2, IntBuffer image32) {
gl.glTexImage2D(gl_texture_2d2, i, gl_tex_solid_format, j, k, l, gl_rgba3, gl_unsigned_byte2, image32);
}
public final void glTexImage2D(int gl_texture_2d2, int i, int gl_color_index8_ext, int j, int k, int l, int gl_color_index2, int gl_unsigned_byte2, ByteBuffer image8) {
gl.glTexImage2D(gl_texture_2d2, i, gl_color_index8_ext, j, k, l, gl_color_index2, gl_unsigned_byte2, image8);
}
public final void glColor4ub(byte b, byte c, byte d, byte e) {
gl.glColor4ub(b, c, d, e);
}
public final void glTexParameteri(int gl_texture_2d2, int gl_texture_min_filter2, int gl_filter_min) {
gl.glTexParameteri(gl_texture_2d2, gl_texture_min_filter2, gl_filter_min);
}
public final void glTexSubImage2D(int gl_texture_2d2, int i, int j, int k, int lm_block_width, int height, int gl_lightmap_format, int gl_unsigned_byte2, IntBuffer lightmap_buffer) {
gl.glTexSubImage2D(gl_texture_2d2, i, j, k, lm_block_width, height, gl_lightmap_format, gl_unsigned_byte2, lightmap_buffer);
}
public final void glColor4f(float intens, float intens2, float intens3, float f) {
gl.glColor4f(intens, intens2, intens3, f);
}
public final void glLoadMatrixf(float[] r_world_matrix) {
gl.glLoadMatrix(FloatBuffer.wrap(r_world_matrix));
}
public final void glInterleavedArrays(int gl_t2f_v3f2, int byte_stride, FloatBuffer globalPolygonInterleavedBuf) {
gl.glInterleavedArrays(gl_t2f_v3f2, byte_stride, globalPolygonInterleavedBuf);
}
public void glDrawElements(int mode, int count, int gl_unsigned_int2, IntBuffer srcIndexBuf) {
gl.glDrawElements(mode, srcIndexBuf);
}
public void glDisableClientState(int gl_color_array2) {
gl.glDisableClientState(gl_color_array2);
}
public void glVertexPointer(int i, int gl_float2, int j, FloatBuffer vertexArrayBuf) {
gl.glVertexPointer(i, j, vertexArrayBuf);
}
public void glEnableClientState(int gl_color_array2) {
gl.glEnableClientState(gl_color_array2);
}
public void glColorPointer(int i, int gl_float2, int j, FloatBuffer colorArrayBuf) {
gl.glColorPointer(i, j, colorArrayBuf);
}
public final void glTexCoordPointer(int i, int gl_float2, int j, FloatBuffer textureArrayBuf) {
gl.glTexCoordPointer(i, j, textureArrayBuf);
}
public final void glDepthRange(float gldepthmin, double d) {
gl.glDepthRange(gldepthmin, d);
}
public final void glMatrixMode(int gl_projection2) {
gl.glMatrixMode(gl_projection2);
}
public final void glLoadIdentity() {
gl.glLoadIdentity();
}
public final void glScalef(int i, int j, int k) {
gl.glScalef(i, j, k);
}
public final void glCullFace(int gl_back2) {
gl.glCullFace(gl_back2);
}
public final void glClear(int gl_color_buffer_bit2) {
gl.glClear(gl_color_buffer_bit2);
}
public final void glDepthFunc(int gl_lequal2) {
gl.glDepthFunc(gl_lequal2);
}
public final void glFrustum(double xmin, double xmax, double ymin, double ymax, double near, double far) {
gl.glFrustum(xmin, xmax, ymin, ymax, near, far);
}
public final void glViewport(int i, int j, int width, int height) {
gl.glViewport(i, j, width, height);
}
public final void glOrtho(int i, int width, int height, int j, int k, int l) {
gl.glOrtho(i, width, height, j, k, l);
}
public void glColorPointer(int i, int gl_unsigned_byte2, int j, ByteBuffer bb) {
gl.glColorPointer(i, true, j, bb);
}
public void glPointSize(float value) {
gl.glPointSize(value);
}
public void glClearColor(float f, float g, float h, float i) {
gl.glClearColor(f, g, h, i);
}
}
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