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Revision 63425678

Added by Leszek Koltunski about 23 hours ago

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src/main/java/org/distorted/library/platform/GLES.kt
37 37
   const val GL_MAX_VERTEX_UNIFORM_VECTORS   = GLES31.GL_MAX_VERTEX_UNIFORM_VECTORS
38 38
   const val GL_MAX_FRAGMENT_UNIFORM_VECTORS = GLES31.GL_MAX_FRAGMENT_UNIFORM_VECTORS
39 39

  
40
   const val GL_VERTEX_SHADER                = GLES31.GL_VERTEX_SHADER
41
   const val GL_FRAGMENT_SHADER              = GLES31.GL_FRAGMENT_SHADER
42

  
40 43
   const val GL_SHADING_LANGUAGE_VERSION     = GLES31.GL_SHADING_LANGUAGE_VERSION
41 44
   const val GL_MAJOR_VERSION                = GLES31.GL_MAJOR_VERSION
42 45
   const val GL_MINOR_VERSION                = GLES31.GL_MINOR_VERSION
......
138 141
   {
139 142
        GLES31.glVertexAttribPointer(indx, size, type, normalized, stride, ptr)
140 143
   }
144
   fun glVertexAttribPointer(indx: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int)
145
   {
146
        GLES31.glVertexAttribPointer(indx, size, type, normalized, stride, offset)
147
   }
141 148
   fun glViewport(x: Int, y: Int, width: Int, height: Int)
142 149
   {
143 150
        GLES31.glViewport(x, y, width, height)
......
206 213
   {
207 214
        GLES31.glDrawArrays(mode, first, count)
208 215
   }
216
   fun glGenTextures(n: Int, textures: IntArray?, offset: Int)
217
   {
218
        GLES31.glGenTextures(n, textures, offset)
219
   }
220
   fun glGenFramebuffers(n: Int, framebuffers: IntArray, offset: Int)
221
   {
222
        GLES31.glGenFramebuffers(n, framebuffers, offset)
223
   }
209 224
   fun glGenBuffers(n: Int, buffers: IntArray, offset: Int)
210 225
   {
211 226
        GLES31.glGenBuffers(n, buffers, offset)
......
218 233
   {
219 234
        GLES31.glDeleteBuffers(n, buffers, offset)
220 235
   }
236
   fun glDeleteTextures(n: Int, textures: IntArray?, offset: Int)
237
   {
238
        GLES31.glDeleteTextures(n,textures, offset)
239
   }
221 240
   fun glClearDepthf(depth: Float)
222 241
   {
223 242
        GLES31.glClearDepthf(depth)
......
234 253
   {
235 254
        GLES31.glFramebufferTexture2D(target, attachment, textarget, texture, level)
236 255
   }
256
   fun glCheckFramebufferStatus(target: Int): Int
257
   {
258
        return GLES31.glCheckFramebufferStatus(target)
259
   }
260
   fun glDeleteFramebuffers(n: Int, framebuffers: IntArray, offset: Int)
261
   {
262
        GLES31.glDeleteFramebuffers(n, framebuffers, offset)
263
   }
237 264
   fun glMemoryBarrier(barriers: Int)
238 265
   {
239 266
        GLES31.glMemoryBarrier(barriers)
......
246 273
   {
247 274
        GLES31.glBindTexture(target,texture)
248 275
   }
276
   fun glTexParameterf(target: Int, pname: Int, param: Float)
277
   {
278
        GLES31.glTexParameterf(target, pname, param)
279
   }
280
   fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: ByteBuffer?)
281
   {
282
        GLES31.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels)
283
   }
249 284
   fun glDisable(cap: Int)
250 285
   {
251 286
        GLES31.glDisable(cap)

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