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jMonkeyEngine is a 3D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.renderer.android;
import android.opengl.GLES20;
import android.opengl.GLU;
import com.jme3.renderer.RendererException;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGL11;
/**
* Utility class used by the OGLESShaderRenderer and sister
* classes.
*
* @author Kirill Vainer
*/
public class RendererUtil {
/**
* When set to true, every OpenGL call will check for errors and throw an
* exception if there is one, if false, no error checking is performed.
*/
public static boolean ENABLE_ERROR_CHECKING = true;
/**
* A private constructor to inhibit instantiation of this class.
*/
private RendererUtil() {
}
/**
* Checks for an OpenGL error and throws a {@link RendererException} if
* there is one. Ignores the value of
* {@link RendererUtil#ENABLE_ERROR_CHECKING}.
*/
public static void checkGLErrorForced() {
int error = GLES20.glGetError();
if (error != 0) {
String message = GLU.gluErrorString(error);
if (message == null) {
throw new RendererException("An unknown OpenGL error has occurred.");
} else {
throw new RendererException("An OpenGL error has occurred: " + message);
}
}
}
/**
* Checks for an EGL error and throws a {@link RendererException} if there
* is one. Ignores the value of {@link RendererUtil#ENABLE_ERROR_CHECKING}.
*
* @param egl (not null)
*/
public static void checkEGLError(EGL10 egl) {
int error = egl.eglGetError();
if (error != EGL10.EGL_SUCCESS) {
String errorMessage;
switch (error) {
case EGL10.EGL_NOT_INITIALIZED:
errorMessage = "EGL is not initialized, or could not be "
+ "initialized, for the specified EGL display connection. ";
break;
case EGL10.EGL_BAD_ACCESS:
errorMessage = "EGL cannot access a requested resource "
+ "(for example a context is bound in another thread). ";
break;
case EGL10.EGL_BAD_ALLOC:
errorMessage = "EGL failed to allocate resources for the requested operation.";
break;
case EGL10.EGL_BAD_ATTRIBUTE:
errorMessage = "An unrecognized attribute or attribute "
+ "value was passed in the attribute list. ";
break;
case EGL10.EGL_BAD_CONTEXT:
errorMessage = "An EGLContext argument does not name a valid EGL rendering context. ";
break;
case EGL10.EGL_BAD_CONFIG:
errorMessage = "An EGLConfig argument does not name a valid EGL frame buffer configuration. ";
break;
case EGL10.EGL_BAD_CURRENT_SURFACE:
errorMessage = "The current surface of the calling thread "
+ "is a window, pixel buffer or pixmap that is no longer valid. ";
break;
case EGL10.EGL_BAD_DISPLAY:
errorMessage = "An EGLDisplay argument does not name a valid EGL display connection. ";
break;
case EGL10.EGL_BAD_SURFACE:
errorMessage = "An EGLSurface argument does not name a "
+ "valid surface (window, pixel buffer or pixmap) configured for GL rendering. ";
break;
case EGL10.EGL_BAD_MATCH:
errorMessage = "Arguments are inconsistent (for example, a "
+ "valid context requires buffers not supplied by a valid surface). ";
break;
case EGL10.EGL_BAD_PARAMETER:
errorMessage = "One or more argument values are invalid.";
break;
case EGL10.EGL_BAD_NATIVE_PIXMAP:
errorMessage = "A NativePixmapType argument does not refer to a valid native pixmap. ";
break;
case EGL10.EGL_BAD_NATIVE_WINDOW:
errorMessage = "A NativeWindowType argument does not refer to a valid native window. ";
break;
case EGL11.EGL_CONTEXT_LOST:
errorMessage = "A power management event has occurred. "
+ "The application must destroy all contexts and reinitialise "
+ "OpenGL ES state and objects to continue rendering. ";
break;
default:
errorMessage = "Unknown";
}
throw new RendererException("EGL error 0x" + Integer.toHexString(error) + ": " + errorMessage);
}
}
/**
* Checks for an OpenGL error and throws a {@link RendererException} if
* there is one. Does nothing if {@link RendererUtil#ENABLE_ERROR_CHECKING}
* is set to
* false
.
*/
public static void checkGLError() {
if (!ENABLE_ERROR_CHECKING) {
return;
}
int error = GLES20.glGetError();
if (error != 0) {
String message = GLU.gluErrorString(error);
if (message == null) {
throw new RendererException("An unknown OpenGL error has occurred.");
} else {
throw new RendererException("An OpenGL error has occurred: " + message);
}
}
}
}
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