A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-lwjgl3/src/main/java/com/jme3/renderer/lwjgl/LwjglGLExt.java

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package com.jme3.renderer.lwjgl;
import com.jme3.renderer.RendererException;
import com.jme3.renderer.opengl.GLExt;
import org.lwjgl.opengl.*;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
public class LwjglGLExt implements GLExt {
private static void checkLimit(Buffer buffer) {
if (buffer == null) {
return;
}
if (buffer.limit() == 0) {
throw new RendererException("Attempting to upload empty buffer (limit = 0), that's an error");
}
if (buffer.remaining() == 0) {
throw new RendererException("Attempting to upload empty buffer (remaining = 0), that's an error");
}
}
@Override
public void glBufferData(int target, IntBuffer data, int usage) {
checkLimit(data);
GL15.glBufferData(target, data, usage);
}
@Override
public void glBufferSubData(int target, long offset, IntBuffer data) {
checkLimit(data);
GL15.glBufferSubData(target, offset, data);
}
@Override
public void glDrawArraysInstancedARB(int mode, int first, int count, int primcount) {
ARBDrawInstanced.glDrawArraysInstancedARB(mode, first, count, primcount);
}
@Override
public void glDrawBuffers(IntBuffer bufs) {
checkLimit(bufs);
GL20.glDrawBuffers(bufs);
}
@Override
public void glDrawElementsInstancedARB(int mode, int indices_count, int type, long indices_buffer_offset, int primcount) {
ARBDrawInstanced.glDrawElementsInstancedARB(mode, indices_count, type, indices_buffer_offset, primcount);
}
@Override
public void glGetMultisample(int pname, int index, FloatBuffer val) {
checkLimit(val);
ARBTextureMultisample.glGetMultisamplefv(pname, index, val);
}
@Override
public void glTexImage2DMultisample(int target, int samples, int internalformat, int width, int height, boolean fixedsamplelocations) {
ARBTextureMultisample.glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
}
@Override
public void glVertexAttribDivisorARB(int index, int divisor) {
ARBInstancedArrays.glVertexAttribDivisorARB(index, divisor);
}
@Override
public Object glFenceSync(int condition, int flags) {
return ARBSync.glFenceSync(condition, flags);
}
@Override
public int glClientWaitSync(final Object sync, final int flags, final long timeout) {
return ARBSync.glClientWaitSync((Long) sync, flags, timeout);
}
@Override
public void glDeleteSync(final Object sync) {
ARBSync.glDeleteSync((Long) sync);
}
}