Added a switch to use VECTORS on GLES and COMPONENTS/4 on Desktop

experimental
zzuegg 10 years ago
parent 4cd0c5bffb
commit 8cb2be60fe
  1. 67
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java

@ -56,6 +56,7 @@ import com.jme3.util.BufferUtils;
import com.jme3.util.ListMap;
import com.jme3.util.MipMapGenerator;
import com.jme3.util.NativeObjectManager;
import java.nio.*;
import java.util.Arrays;
import java.util.EnumMap;
@ -66,6 +67,7 @@ import java.util.logging.Level;
import java.util.logging.Logger;
import java.util.regex.Matcher;
import java.util.regex.Pattern;
import jme3tools.shader.ShaderDebug;
public class GLRenderer implements Renderer {
@ -257,7 +259,11 @@ public class GLRenderer implements Renderer {
// gl.glGetInteger(GL.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, intBuf16);
// fragUniforms = intBuf16.get(0);
// logger.log(Level.FINER, "Fragment Uniforms: {0}", fragUniforms);
limits.put(Limits.VertexUniformComponents,getInteger(GL.GL_MAX_VERTEX_UNIFORM_COMPONENTS));
if (caps.contains(Caps.OpenGLES20)) {
limits.put(Limits.VertexUniformVectors, getInteger(GL.GL_MAX_VERTEX_UNIFORM_VECTORS));
} else {
limits.put(Limits.VertexUniformVectors, getInteger(GL.GL_MAX_VERTEX_UNIFORM_COMPONENTS) / 4);
}
limits.put(Limits.VertexAttributes, getInteger(GL.GL_MAX_VERTEX_ATTRIBS));
limits.put(Limits.TextureSize, getInteger(GL.GL_MAX_TEXTURE_SIZE));
limits.put(Limits.CubemapSize, getInteger(GL.GL_MAX_CUBE_MAP_TEXTURE_SIZE));
@ -461,8 +467,7 @@ public class GLRenderer implements Renderer {
if (logger.isLoggable(Level.FINE)) {
StringBuilder sb = new StringBuilder();
sb.append("Supported capabilities: \n");
for (Caps cap : caps)
{
for (Caps cap : caps) {
sb.append("\t").append(cap.toString()).append("\n");
}
logger.log(Level.FINE, sb.toString());
@ -535,9 +540,11 @@ public class GLRenderer implements Renderer {
invalidateState();
}
/*********************************************************************\
|* Render State *|
\*********************************************************************/
/**
* ******************************************************************\
* |* Render State *|
* \********************************************************************
*/
public void setDepthRange(float start, float end) {
gl.glDepthRange(start, end);
}
@ -814,9 +821,11 @@ public class GLRenderer implements Renderer {
}
}
/*********************************************************************\
|* Camera and World transforms *|
\*********************************************************************/
/**
* ******************************************************************\
* |* Camera and World transforms *|
* \********************************************************************
*/
public void setViewPort(int x, int y, int w, int h) {
if (x != vpX || vpY != y || vpW != w || vpH != h) {
gl.glViewport(x, y, w, h);
@ -858,9 +867,11 @@ public class GLRenderer implements Renderer {
gl.resetStats();
}
/*********************************************************************\
|* Shaders *|
\*********************************************************************/
/**
* ******************************************************************\
* |* Shaders *|
* \********************************************************************
*/
protected void updateUniformLocation(Shader shader, Uniform uniform) {
int loc = gl.glGetUniformLocation(shader.getId(), uniform.getName());
if (loc < 0) {
@ -1245,9 +1256,11 @@ public class GLRenderer implements Renderer {
shader.resetObject();
}
/*********************************************************************\
|* Framebuffers *|
\*********************************************************************/
/**
* ******************************************************************\
* |* Framebuffers *|
* \********************************************************************
*/
public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst) {
copyFrameBuffer(src, dst, true);
}
@ -1695,9 +1708,11 @@ public class GLRenderer implements Renderer {
}
}
/*********************************************************************\
|* Textures *|
\*********************************************************************/
/**
* ******************************************************************\
* |* Textures *|
* \********************************************************************
*/
private int convertTextureType(Texture.Type type, int samples, int face) {
if (samples > 1 && !caps.contains(Caps.TextureMultisample)) {
throw new RendererException("Multisample textures are not supported" +
@ -2146,9 +2161,11 @@ public class GLRenderer implements Renderer {
}
}
/*********************************************************************\
|* Vertex Buffers and Attributes *|
\*********************************************************************/
/**
* ******************************************************************\
* |* Vertex Buffers and Attributes *|
* \********************************************************************
*/
private int convertUsage(Usage usage) {
switch (usage) {
case Static:
@ -2486,9 +2503,11 @@ public class GLRenderer implements Renderer {
}
}
/*********************************************************************\
|* Render Calls *|
\*********************************************************************/
/**
* ******************************************************************\
* |* Render Calls *|
* \********************************************************************
*/
public int convertElementMode(Mesh.Mode mode) {
switch (mode) {
case Points:

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