diff options
Diffstat (limited to 'src/jake2/render/lwjgl/GLWrapLWJGL.java')
-rw-r--r-- | src/jake2/render/lwjgl/GLWrapLWJGL.java | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/src/jake2/render/lwjgl/GLWrapLWJGL.java b/src/jake2/render/lwjgl/GLWrapLWJGL.java new file mode 100644 index 0000000..4a878ff --- /dev/null +++ b/src/jake2/render/lwjgl/GLWrapLWJGL.java @@ -0,0 +1,250 @@ +/* +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); + } +} |