AndroidGL

class AndroidGL(engineStats: EngineStats) : GL

Author

Colton Daily

Constructors

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fun AndroidGL(engineStats: EngineStats)

Functions

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open override fun activeTexture(texture: Int)
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open override fun attachShader(glShaderProgram: GlShaderProgram, glShader: GlShader)
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open fun bindBuffer(target: BufferTarget, glBuffer: GlBuffer)
open override fun bindBuffer(target: Int, glBuffer: GlBuffer)
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open override fun bindDefaultBuffer(target: Int)
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open override fun bindDefaultFrameBuffer()
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open override fun bindDefaultRenderBuffer()
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open override fun bindDefaultTexture(target: TextureTarget)
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open override fun bindDefaultVertexArray()
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open override fun bindFrameBuffer(glFrameBuffer: GlFrameBuffer)
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open override fun bindRenderBuffer(glRenderBuffer: GlRenderBuffer)
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open fun bindTexture(target: TextureTarget, glTexture: GlTexture)
open override fun bindTexture(target: Int, glTexture: GlTexture)
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open override fun bindVertexArray(glVertexArray: GlVertexArray)
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open fun blendColor(color: Color)
open override fun blendColor(red: Float, green: Float, blue: Float, alpha: Float)
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open override fun blendEquation(mode: Int)
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open override fun blendEquationSeparate(modeRGB: Int, modeAlpha: Int)
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open fun blendFunc(sfactor: BlendFactor, dfactor: BlendFactor)
open override fun blendFunc(sfactor: Int, dfactor: Int)
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open fun blendFuncSeparate(srcRGB: BlendFactor, dstRGB: BlendFactor, srcAlpha: BlendFactor, dstAlpha: BlendFactor)
open override fun blendFuncSeparate(srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int)
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open fun bufferData(target: BufferTarget, data: Buffer, usage: Usage)
open override fun bufferData(target: Int, data: Buffer, usage: Int)
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open fun bufferSubData(target: BufferTarget, offset: Int, data: Buffer)
open override fun bufferSubData(target: Int, offset: Int, data: Buffer)
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open fun clear(mask: ClearBufferMask)
open override fun clear(mask: Int)
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open fun clearColor(color: Color)
open override fun clearColor(r: Float, g: Float, b: Float, a: Float)
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open override fun clearDepth(depth: Float)
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open override fun clearStencil(stencil: Int)
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open override fun colorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean)
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open override fun compileShader(glShader: GlShader)
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open fun compressedTexImage2D(target: TextureTarget, level: Int, internalFormat: TextureFormat, width: Int, height: Int, source: ByteBuffer?)
open override fun compressedTexImage2D(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, source: ByteBuffer?)
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open fun compressedTexImage3D(target: TextureTarget, level: Int, internalFormat: TextureFormat, width: Int, height: Int, depth: Int, source: ByteBuffer?)
open override fun compressedTexImage3D(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, depth: Int, source: ByteBuffer?)
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open fun compressedTexSubImage2D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, width: Int, height: Int, format: TextureFormat, source: ByteBuffer)
open override fun compressedTexSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, width: Int, height: Int, format: Int, source: ByteBuffer)
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open fun compressedTexSubImage3D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, zOffset: Int, width: Int, height: Int, depth: Int, format: TextureFormat, source: ByteBuffer)
open override fun compressedTexSubImage3D(target: Int, level: Int, xOffset: Int, yOffset: Int, zOffset: Int, width: Int, height: Int, depth: Int, format: Int, source: ByteBuffer)
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open fun copyTexImage2D(target: TextureTarget, level: Int, internalFormat: TextureFormat, x: Int, y: Int, width: Int, height: Int, border: Int)
open override fun copyTexImage2D(target: Int, level: Int, internalFormat: Int, x: Int, y: Int, width: Int, height: Int, border: Int)
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open fun copyTexSubImage2D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, x: Int, y: Int, width: Int, height: Int)
open override fun copyTexSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, x: Int, y: Int, width: Int, height: Int)
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open fun copyTexSubImage3D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, zOffset: Int, x: Int, y: Int, width: Int, height: Int)
open override fun copyTexSubImage3D(target: Int, level: Int, xOffset: Int, yOffset: Int, zOffset: Int, x: Int, y: Int, width: Int, height: Int)
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open override fun createBuffer(): GlBuffer
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open override fun createFrameBuffer(): GlFrameBuffer
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open override fun createProgram(): GlShaderProgram
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open override fun createRenderBuffer(): GlRenderBuffer
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open override fun createShader(type: Int): GlShader
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open override fun createTexture(): GlTexture
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open override fun createVertexArray(): GlVertexArray
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open fun cullFace(mode: CullFaceMode)
open override fun cullFace(mode: Int)
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open override fun deleteBuffer(glBuffer: GlBuffer)
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open override fun deleteFrameBuffer(glFrameBuffer: GlFrameBuffer)
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open override fun deleteProgram(glShaderProgram: GlShaderProgram)
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open override fun deleteRenderBuffer(glRenderBuffer: GlRenderBuffer)
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open override fun deleteShader(glShader: GlShader)
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open override fun deleteTexture(glTexture: GlTexture)
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open fun depthFunc(func: CompareFunction)
open override fun depthFunc(func: Int)
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open override fun depthMask(flag: Boolean)
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open override fun depthRangef(zNear: Float, zFar: Float)
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open override fun detachShader(glShaderProgram: GlShaderProgram, glShader: GlShader)
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open fun disable(cap: State)
open override fun disable(cap: Int)
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open override fun disableVertexAttribArray(index: Int)
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open fun drawArrays(mode: DrawMode, offset: Int, count: Int)
open override fun drawArrays(mode: Int, offset: Int, count: Int)
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open fun drawElements(mode: DrawMode, count: Int, type: IndexType, offset: Int)
open override fun drawElements(mode: Int, count: Int, type: Int, offset: Int)
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open fun enable(cap: State)
open override fun enable(cap: Int)
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open override fun enableVertexAttribArray(index: Int)
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open override fun finish()
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open override fun flush()
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open override fun frameBufferRenderBuffer(attachementType: FrameBufferRenderBufferAttachment, glRenderBuffer: GlRenderBuffer)
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open override fun frameBufferTexture2D(attachementType: FrameBufferRenderBufferAttachment, glTexture: GlTexture, level: Int)
open override fun frameBufferTexture2D(target: Int, attachementType: FrameBufferRenderBufferAttachment, glTexture: GlTexture, level: Int)
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open fun frontFace(mode: FrontFaceMode)
open override fun frontFace(mode: Int)
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open fun generateMipmap(target: TextureTarget)
open override fun generateMipmap(target: Int)
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open override fun getAttribLocation(glShaderProgram: GlShaderProgram, name: String): Int
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open override fun getBoundFrameBuffer(data: IntBuffer): GlFrameBuffer
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open override fun getError(): Int
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open override fun getIntegerv(pname: Int, data: IntBuffer)
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open override fun getProgramInfoLog(glShader: GlShaderProgram): String
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open fun getProgramParameter(glShaderProgram: GlShaderProgram, pname: GetProgram): Any
open override fun getProgramParameter(glShaderProgram: GlShaderProgram, pname: Int): Any
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open fun getProgramParameterB(glShaderProgram: GlShaderProgram, pname: GetProgram): Boolean
open override fun getProgramParameterB(glShaderProgram: GlShaderProgram, pname: Int): Boolean
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open override fun getShaderInfoLog(glShader: GlShader): String
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open fun getShaderParameter(glShader: GlShader, pname: GetShader): Any
open override fun getShaderParameter(glShader: GlShader, pname: Int): Any
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open fun getShaderParameterB(glShader: GlShader, pname: GetShader): Boolean
open override fun getShaderParameterB(glShader: GlShader, pname: Int): Boolean
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open override fun getString(pname: Int): String?
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open override fun getUniformLocation(glShaderProgram: GlShaderProgram, name: String): UniformLocation
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open fun hint(target: HintTarget, mode: HintMode)
open override fun hint(target: Int, mode: Int)
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open override fun lineWidth(width: Float)
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open override fun linkProgram(glShaderProgram: GlShaderProgram)
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open fun pixelStorei(pname: PixelStoreParameter, param: Int)
open override fun pixelStorei(pname: Int, param: Int)
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open override fun polygonOffset(factor: Float, units: Float)
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open override fun readBuffer(mode: Int)
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open override fun renderBufferStorage(internalFormat: RenderBufferInternalFormat, width: Int, height: Int)
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open override fun scissor(x: Int, y: Int, width: Int, height: Int)
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open override fun shaderSource(glShader: GlShader, source: String)
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open fun stencilFunc(func: CompareFunction, ref: Int, mask: Int)
open override fun stencilFunc(func: Int, ref: Int, mask: Int)
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open fun stencilFuncSeparate(face: FaceMode, func: CompareFunction, ref: Int, mask: Int)
open override fun stencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int)
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open override fun stencilMask(mask: Int)
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open fun stencilMaskSeparate(face: FaceMode, mask: Int)
open override fun stencilMaskSeparate(face: Int, mask: Int)
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open fun stencilOp(fail: StencilAction, zfail: StencilAction, zpass: StencilAction)
open override fun stencilOp(fail: Int, zfail: Int, zpass: Int)
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open fun stencilOpSeparate(face: FaceMode, fail: StencilAction, zfail: StencilAction, zpass: StencilAction)
open override fun stencilOpSeparate(face: Int, fail: Int, zfail: Int, zpass: Int)
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open fun texImage2D(target: TextureTarget, level: Int, internalFormat: TextureFormat, format: TextureFormat, width: Int, height: Int, type: DataType)
open override fun texImage2D(target: Int, level: Int, internalFormat: Int, format: Int, width: Int, height: Int, type: Int)
open fun texImage2D(target: TextureTarget, level: Int, internalFormat: TextureFormat, format: TextureFormat, width: Int, height: Int, type: DataType, source: ByteBuffer)
open override fun texImage2D(target: Int, level: Int, internalFormat: Int, format: Int, width: Int, height: Int, type: Int, source: ByteBuffer)
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open fun texImage3D(target: TextureTarget, level: Int, internalFormat: TextureFormat, format: TextureFormat, width: Int, height: Int, depth: Int, type: DataType)
open override fun texImage3D(target: Int, level: Int, internalFormat: Int, format: Int, width: Int, height: Int, depth: Int, type: Int)
open fun texImage3D(target: TextureTarget, level: Int, internalFormat: TextureFormat, format: TextureFormat, width: Int, height: Int, depth: Int, type: DataType, source: ByteBuffer)
open override fun texImage3D(target: Int, level: Int, internalFormat: Int, format: Int, width: Int, height: Int, depth: Int, type: Int, source: ByteBuffer)
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open fun texParameterf(target: TextureTarget, paramName: TexParameter, paramValue: Float)
open override fun texParameterf(target: Int, pname: Int, param: Float)
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open fun texParameteri(target: TextureTarget, paramName: TexParameter, paramValue: Int)
open override fun texParameteri(target: Int, pname: Int, param: Int)
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open fun texSubImage2D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, width: Int, height: Int, format: TextureFormat, type: DataType, source: ByteBuffer)
open override fun texSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, width: Int, height: Int, format: Int, type: Int, source: ByteBuffer)
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open fun texSubImage3D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, zOffset: Int, width: Int, height: Int, depth: Int, format: TextureFormat, type: DataType, source: ByteBuffer)
open override fun texSubImage3D(target: Int, level: Int, xOffset: Int, yOffset: Int, zOffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, source: ByteBuffer)
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open override fun uniform1f(uniformLocation: UniformLocation, x: Float)
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open fun uniform1fv(uniformLocation: UniformLocation, floats: FloatArray)
open override fun uniform1fv(uniformLocation: UniformLocation, floats: FloatArray)
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open override fun uniform1i(uniformLocation: UniformLocation, data: Int)
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open override fun uniform2f(uniformLocation: UniformLocation, x: Float, y: Float)
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open fun uniform2fv(uniformLocation: UniformLocation, floats: FloatArray)
open override fun uniform2fv(uniformLocation: UniformLocation, floats: FloatArray)
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open override fun uniform2i(uniformLocation: UniformLocation, x: Int, y: Int)
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open override fun uniform3f(uniformLocation: UniformLocation, x: Float, y: Float, z: Float)
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open fun uniform3fv(uniformLocation: UniformLocation, floats: FloatArray)
open override fun uniform3fv(uniformLocation: UniformLocation, floats: FloatArray)
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open override fun uniform3i(uniformLocation: UniformLocation, x: Int, y: Int, z: Int)
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open override fun uniform4f(uniformLocation: UniformLocation, x: Float, y: Float, z: Float, w: Float)
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open fun uniform4fv(uniformLocation: UniformLocation, floats: FloatArray)
open override fun uniform4fv(uniformLocation: UniformLocation, floats: FloatArray)
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open override fun uniformMatrix3fv(uniformLocation: UniformLocation, transpose: Boolean, data: FloatBuffer)
open override fun uniformMatrix3fv(uniformLocation: UniformLocation, transpose: Boolean, data: Mat3)
open override fun uniformMatrix3fv(uniformLocation: UniformLocation, transpose: Boolean, data: FloatArray)
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open override fun uniformMatrix4fv(uniformLocation: UniformLocation, transpose: Boolean, data: FloatBuffer)
open override fun uniformMatrix4fv(uniformLocation: UniformLocation, transpose: Boolean, data: Mat4)
open override fun uniformMatrix4fv(uniformLocation: UniformLocation, transpose: Boolean, data: FloatArray)
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open override fun useDefaultProgram()
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open override fun useProgram(glShaderProgram: GlShaderProgram)
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open override fun validateProgram(glShaderProgram: GlShaderProgram)
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open fun vertexAttribPointer(index: Int, size: Int, type: VertexAttrType, normalized: Boolean, stride: Int, offset: Int)
open override fun vertexAttribPointer(index: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int)
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open override fun viewport(x: Int, y: Int, width: Int, height: Int)

Properties

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open val isG30: Boolean
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open override val version: GLVersion