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jMonkeyEngine is a 3D game engine for adventurous Java developers
package com.jme3.renderer.lwjgl;
import com.jme3.renderer.RendererException;
import com.jme3.renderer.opengl.GL;
import com.jme3.renderer.opengl.GL2;
import com.jme3.renderer.opengl.GL3;
import com.jme3.renderer.opengl.GL4;
import com.jme3.util.BufferUtils;
import org.lwjgl.opengl.*;
import java.nio.*;
public final class LwjglGL implements GL, GL2, GL3, GL4 {
IntBuffer tmpBuff = BufferUtils.createIntBuffer(1);
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 resetStats() {
}
@Override
public void glActiveTexture(int param1) {
GL13.glActiveTexture(param1);
}
@Override
public void glAlphaFunc(int param1, float param2) {
GL11.glAlphaFunc(param1, param2);
}
@Override
public void glAttachShader(int param1, int param2) {
GL20.glAttachShader(param1, param2);
}
@Override
public void glBeginQuery(int target, int query) {
GL15.glBeginQuery(target, query);
}
@Override
public void glBindBuffer(int param1, int param2) {
GL15.glBindBuffer(param1, param2);
}
@Override
public void glBindTexture(int param1, int param2) {
GL11.glBindTexture(param1, param2);
}
@Override
public void glBlendEquationSeparate(int colorMode, int alphaMode){
GL20.glBlendEquationSeparate(colorMode,alphaMode);
}
@Override
public void glBlendFunc(int param1, int param2) {
GL11.glBlendFunc(param1, param2);
}
@Override
public void glBlendFuncSeparate(int param1, int param2, int param3, int param4) {
GL14.glBlendFuncSeparate(param1, param2, param3, param4);
}
@Override
public void glBufferData(int param1, long param2, int param3) {
GL15.glBufferData(param1, param2, param3);
}
@Override
public void glBufferData(int param1, FloatBuffer param2, int param3) {
checkLimit(param2);
GL15.glBufferData(param1, param2, param3);
}
@Override
public void glBufferData(int param1, ShortBuffer param2, int param3) {
checkLimit(param2);
GL15.glBufferData(param1, param2, param3);
}
@Override
public void glBufferData(int param1, ByteBuffer param2, int param3) {
checkLimit(param2);
GL15.glBufferData(param1, param2, param3);
}
@Override
public void glBufferSubData(int param1, long param2, FloatBuffer param3) {
checkLimit(param3);
GL15.glBufferSubData(param1, param2, param3);
}
@Override
public void glBufferSubData(int param1, long param2, ShortBuffer param3) {
checkLimit(param3);
GL15.glBufferSubData(param1, param2, param3);
}
@Override
public void glBufferSubData(int param1, long param2, ByteBuffer param3) {
checkLimit(param3);
GL15.glBufferSubData(param1, param2, param3);
}
@Override
public void glClear(int param1) {
GL11.glClear(param1);
}
@Override
public void glClearColor(float param1, float param2, float param3, float param4) {
GL11.glClearColor(param1, param2, param3, param4);
}
@Override
public void glColorMask(boolean param1, boolean param2, boolean param3, boolean param4) {
GL11.glColorMask(param1, param2, param3, param4);
}
@Override
public void glCompileShader(int param1) {
GL20.glCompileShader(param1);
}
@Override
public void glCompressedTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, ByteBuffer param7) {
checkLimit(param7);
GL13.glCompressedTexImage2D(param1, param2, param3, param4, param5, param6, param7);
}
@Override
public void glCompressedTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, ByteBuffer param8) {
checkLimit(param8);
GL13.glCompressedTexImage3D(param1, param2, param3, param4, param5, param6, param7, param8);
}
@Override
public void glCompressedTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, ByteBuffer param8) {
checkLimit(param8);
GL13.glCompressedTexSubImage2D(param1, param2, param3, param4, param5, param6, param7, param8);
}
@Override
public void glCompressedTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, ByteBuffer param10) {
checkLimit(param10);
GL13.glCompressedTexSubImage3D(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10);
}
@Override
public int glCreateProgram() {
return GL20.glCreateProgram();
}
@Override
public int glCreateShader(int param1) {
return GL20.glCreateShader(param1);
}
@Override
public void glCullFace(int param1) {
GL11.glCullFace(param1);
}
@Override
public void glDeleteBuffers(IntBuffer param1) {
checkLimit(param1);
GL15.glDeleteBuffers(param1);
}
@Override
public void glDeleteProgram(int param1) {
GL20.glDeleteProgram(param1);
}
@Override
public void glDeleteShader(int param1) {
GL20.glDeleteShader(param1);
}
@Override
public void glDeleteTextures(IntBuffer param1) {
checkLimit(param1);
GL11.glDeleteTextures(param1);
}
@Override
public void glDepthFunc(int param1) {
GL11.glDepthFunc(param1);
}
@Override
public void glDepthMask(boolean param1) {
GL11.glDepthMask(param1);
}
@Override
public void glDepthRange(double param1, double param2) {
GL11.glDepthRange(param1, param2);
}
@Override
public void glDetachShader(int param1, int param2) {
GL20.glDetachShader(param1, param2);
}
@Override
public void glDisable(int param1) {
GL11.glDisable(param1);
}
@Override
public void glDisableVertexAttribArray(int param1) {
GL20.glDisableVertexAttribArray(param1);
}
@Override
public void glDrawArrays(int param1, int param2, int param3) {
GL11.glDrawArrays(param1, param2, param3);
}
@Override
public void glDrawBuffer(int param1) {
GL11.glDrawBuffer(param1);
}
@Override
public void glDrawRangeElements(int param1, int param2, int param3, int param4, int param5, long param6) {
GL12.glDrawRangeElements(param1, param2, param3, param4, param5, param6);
}
@Override
public void glEnable(int param1) {
GL11.glEnable(param1);
}
@Override
public void glEnableVertexAttribArray(int param1) {
GL20.glEnableVertexAttribArray(param1);
}
@Override
public void glEndQuery(int target) {
GL15.glEndQuery(target);
}
@Override
public void glGenBuffers(IntBuffer param1) {
checkLimit(param1);
GL15.glGenBuffers(param1);
}
@Override
public void glGenQueries(int num, IntBuffer ids) {
GL15.glGenQueries(ids);
}
@Override
public void glGenTextures(IntBuffer param1) {
checkLimit(param1);
GL11.glGenTextures(param1);
}
@Override
public void glGetBoolean(int param1, ByteBuffer param2) {
checkLimit(param2);
GL11.glGetBoolean(param1, param2);
}
@Override
public void glGetBufferSubData(int target, long offset, ByteBuffer data) {
checkLimit(data);
GL15.glGetBufferSubData(target, offset, data);
}
@Override
public int glGetError() {
return GL11.glGetError();
}
@Override
public void glGetInteger(int param1, IntBuffer param2) {
checkLimit(param2);
GL11.glGetInteger(param1, param2);
}
@Override
public void glGetProgram(int param1, int param2, IntBuffer param3) {
checkLimit(param3);
GL20.glGetProgram(param1, param2, param3);
}
@Override
public void glGetShader(int param1, int param2, IntBuffer param3) {
checkLimit(param3);
GL20.glGetShader(param1, param2, param3);
}
@Override
public String glGetString(int param1) {
return GL11.glGetString(param1);
}
@Override
public String glGetString(int param1, int param2) {
return GL30.glGetStringi(param1, param2);
}
@Override
public boolean glIsEnabled(int param1) {
return GL11.glIsEnabled(param1);
}
@Override
public void glLineWidth(float param1) {
GL11.glLineWidth(param1);
}
@Override
public void glLinkProgram(int param1) {
GL20.glLinkProgram(param1);
}
@Override
public void glPixelStorei(int param1, int param2) {
GL11.glPixelStorei(param1, param2);
}
@Override
public void glPointSize(float param1) {
GL11.glPointSize(param1);
}
@Override
public void glPolygonMode(int param1, int param2) {
GL11.glPolygonMode(param1, param2);
}
@Override
public void glPolygonOffset(float param1, float param2) {
GL11.glPolygonOffset(param1, param2);
}
@Override
public void glReadBuffer(int param1) {
GL11.glReadBuffer(param1);
}
@Override
public void glReadPixels(int param1, int param2, int param3, int param4, int param5, int param6, ByteBuffer param7) {
checkLimit(param7);
GL11.glReadPixels(param1, param2, param3, param4, param5, param6, param7);
}
@Override
public void glReadPixels(int param1, int param2, int param3, int param4, int param5, int param6, long param7) {
GL11.glReadPixels(param1, param2, param3, param4, param5, param6, param7);
}
@Override
public void glScissor(int param1, int param2, int param3, int param4) {
GL11.glScissor(param1, param2, param3, param4);
}
@Override
public void glStencilFuncSeparate(int param1, int param2, int param3, int param4) {
GL20.glStencilFuncSeparate(param1, param2, param3, param4);
}
@Override
public void glStencilOpSeparate(int param1, int param2, int param3, int param4) {
GL20.glStencilOpSeparate(param1, param2, param3, param4);
}
@Override
public void glTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, ByteBuffer param9) {
checkLimit(param9);
GL11.glTexImage2D(param1, param2, param3, param4, param5, param6, param7, param8, param9);
}
@Override
public void glTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, ByteBuffer param10) {
checkLimit(param10);
GL12.glTexImage3D(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10);
}
@Override
public void glTexParameterf(int param1, int param2, float param3) {
GL11.glTexParameterf(param1, param2, param3);
}
@Override
public void glTexParameteri(int param1, int param2, int param3) {
GL11.glTexParameteri(param1, param2, param3);
}
@Override
public void glTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, ByteBuffer param9) {
checkLimit(param9);
GL11.glTexSubImage2D(param1, param2, param3, param4, param5, param6, param7, param8, param9);
}
@Override
public void glTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, int param10, ByteBuffer param11) {
checkLimit(param11);
GL12.glTexSubImage3D(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10, param11);
}
@Override
public void glUniform1(int param1, FloatBuffer param2) {
checkLimit(param2);
GL20.glUniform1(param1, param2);
}
@Override
public void glUniform1(int param1, IntBuffer param2) {
checkLimit(param2);
GL20.glUniform1(param1, param2);
}
@Override
public void glUniform1f(int param1, float param2) {
GL20.glUniform1f(param1, param2);
}
@Override
public void glUniform1i(int param1, int param2) {
GL20.glUniform1i(param1, param2);
}
@Override
public void glUniform2(int param1, IntBuffer param2) {
checkLimit(param2);
GL20.glUniform2(param1, param2);
}
@Override
public void glUniform2(int param1, FloatBuffer param2) {
checkLimit(param2);
GL20.glUniform2(param1, param2);
}
@Override
public void glUniform2f(int param1, float param2, float param3) {
GL20.glUniform2f(param1, param2, param3);
}
@Override
public void glUniform3(int param1, IntBuffer param2) {
checkLimit(param2);
GL20.glUniform3(param1, param2);
}
@Override
public void glUniform3(int param1, FloatBuffer param2) {
checkLimit(param2);
GL20.glUniform3(param1, param2);
}
@Override
public void glUniform3f(int param1, float param2, float param3, float param4) {
GL20.glUniform3f(param1, param2, param3, param4);
}
@Override
public void glUniform4(int param1, FloatBuffer param2) {
checkLimit(param2);
GL20.glUniform4(param1, param2);
}
@Override
public void glUniform4(int param1, IntBuffer param2) {
checkLimit(param2);
GL20.glUniform4(param1, param2);
}
@Override
public void glUniform4f(int param1, float param2, float param3, float param4, float param5) {
GL20.glUniform4f(param1, param2, param3, param4, param5);
}
@Override
public void glUniformMatrix3(int param1, boolean param2, FloatBuffer param3) {
checkLimit(param3);
GL20.glUniformMatrix3(param1, param2, param3);
}
@Override
public void glUniformMatrix4(int param1, boolean param2, FloatBuffer param3) {
checkLimit(param3);
GL20.glUniformMatrix4(param1, param2, param3);
}
@Override
public void glUseProgram(int param1) {
GL20.glUseProgram(param1);
}
@Override
public void glVertexAttribPointer(int param1, int param2, int param3, boolean param4, int param5, long param6) {
GL20.glVertexAttribPointer(param1, param2, param3, param4, param5, param6);
}
@Override
public void glViewport(int param1, int param2, int param3, int param4) {
GL11.glViewport(param1, param2, param3, param4);
}
@Override
public int glGetAttribLocation(int param1, String param2) {
// NOTE: LWJGL requires null-terminated strings
return GL20.glGetAttribLocation(param1, param2 + "\0");
}
@Override
public int glGetUniformLocation(int param1, String param2) {
// NOTE: LWJGL requires null-terminated strings
return GL20.glGetUniformLocation(param1, param2 + "\0");
}
@Override
public void glShaderSource(int param1, String[] param2, IntBuffer param3) {
checkLimit(param3);
GL20.glShaderSource(param1, param2);
}
@Override
public String glGetProgramInfoLog(int program, int maxSize) {
return GL20.glGetProgramInfoLog(program, maxSize);
}
@Override
public long glGetQueryObjectui64(int query, int target) {
return ARBTimerQuery.glGetQueryObjectui64(query, target);
}
@Override
public int glGetQueryObjectiv(int query, int pname) {
return GL15.glGetQueryObjecti(query, pname);
}
@Override
public String glGetShaderInfoLog(int shader, int maxSize) {
return GL20.glGetShaderInfoLog(shader, maxSize);
}
@Override
public void glBindFragDataLocation(int param1, int param2, String param3) {
GL30.glBindFragDataLocation(param1, param2, param3);
}
@Override
public void glBindVertexArray(int param1) {
GL30.glBindVertexArray(param1);
}
@Override
public void glGenVertexArrays(IntBuffer param1) {
checkLimit(param1);
GL30.glGenVertexArrays(param1);
}
@Override
public void glPatchParameter(int count) {
GL40.glPatchParameteri(GL40.GL_PATCH_VERTICES,count);
}
@Override
public int glGetProgramResourceIndex(final int program, final int programInterface, final String name) {
return GL43.glGetProgramResourceIndex(program, programInterface, name);
}
@Override
public void glShaderStorageBlockBinding(final int program, final int storageBlockIndex, final int storageBlockBinding) {
GL43.glShaderStorageBlockBinding(program, storageBlockIndex, storageBlockBinding);
}
@Override
public void glDeleteVertexArrays(IntBuffer arrays) {
checkLimit(arrays);
ARBVertexArrayObject.glDeleteVertexArrays(arrays);
}
@Override
public int glGetUniformBlockIndex(final int program, final String uniformBlockName) {
return GL31.glGetUniformBlockIndex(program, uniformBlockName);
}
@Override
public void glBindBufferBase(final int target, final int index, final int buffer) {
GL30.glBindBufferBase(target, index, buffer);
}
@Override
public void glUniformBlockBinding(final int program, final int uniformBlockIndex, final int uniformBlockBinding) {
GL31.glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}
}
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