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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2012 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
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.renderer.lwjgl;
import com.jme3.renderer.opengl.GLExt;
import org.lwjgl.opengl.*;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
/**
* The LWJGL implementation og {@link GLExt}.
*/
public class LwjglGLExt extends LwjglRender implements GLExt {
@Override
public void glBufferData(final int target, final IntBuffer data, final int usage) {
checkLimit(data);
GL15.glBufferData(target, data, usage);
}
@Override
public void glBufferSubData(final int target, final long offset, final IntBuffer data) {
checkLimit(data);
GL15.glBufferSubData(target, offset, data);
}
@Override
public void glDrawArraysInstancedARB(final int mode, final int first, final int count, final int primCount) {
ARBDrawInstanced.glDrawArraysInstancedARB(mode, first, count, primCount);
}
@Override
public void glDrawBuffers(final IntBuffer bufs) {
checkLimit(bufs);
GL20.glDrawBuffers(bufs);
}
@Override
public void glDrawElementsInstancedARB(final int mode, final int indicesCount, final int type,
final long indicesBufferOffset, final int primCount) {
ARBDrawInstanced.glDrawElementsInstancedARB(mode, indicesCount, type, indicesBufferOffset, primCount);
}
@Override
public void glGetMultisample(final int pname, final int index, final FloatBuffer val) {
checkLimit(val);
ARBTextureMultisample.glGetMultisamplefv(pname, index, val);
}
@Override
public void glTexImage2DMultisample(final int target, final int samples, final int internalFormat, final int width,
final int height, final boolean fixedSampleLocations) {
ARBTextureMultisample.glTexImage2DMultisample(target, samples, internalFormat, width, height, fixedSampleLocations);
}
@Override
public void glVertexAttribDivisorARB(final int index, final int divisor) {
ARBInstancedArrays.glVertexAttribDivisorARB(index, divisor);
}
@Override
public Object glFenceSync(final int condition, final 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);
}
}
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