/* * 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.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.system.NativeLibraryLoader; import com.jme3.system.Platform; import org.lwjgl.opengl.*; import java.nio.*; public class LwjglGL implements GL, GL2, GL3, GL4 { 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"); } } public void resetStats() { } public void glActiveTexture(int param1) { GL13.glActiveTexture(param1); } public void glAlphaFunc(int param1, float param2) { GL11.glAlphaFunc(param1, param2); } public void glAttachShader(int param1, int param2) { GL20.glAttachShader(param1, param2); } @Override public void glBeginQuery(int target, int query) { GL15.glBeginQuery(target, query); } public void glBindBuffer(int param1, int param2) { GL15.glBindBuffer(param1, param2); } public void glBindTexture(int param1, int param2) { GL11.glBindTexture(param1, param2); } public void glBlendEquationSeparate(int colorMode, int alphaMode){ GL20.glBlendEquationSeparate(colorMode,alphaMode); } public void glBlendFunc(int param1, int param2) { GL11.glBlendFunc(param1, param2); } public void glBlendFuncSeparate(int param1, int param2, int param3, int param4) { GL14.glBlendFuncSeparate(param1, param2, param3, param4); } public void glBufferData(int param1, long param2, int param3) { GL15.glBufferData(param1, param2, param3); } public void glBufferData(int param1, FloatBuffer param2, int param3) { checkLimit(param2); GL15.glBufferData(param1, param2, param3); } public void glBufferData(int param1, ShortBuffer param2, int param3) { checkLimit(param2); GL15.glBufferData(param1, param2, param3); } public void glBufferData(int param1, ByteBuffer param2, int param3) { checkLimit(param2); GL15.glBufferData(param1, param2, param3); } public void glBufferSubData(int param1, long param2, FloatBuffer param3) { checkLimit(param3); GL15.glBufferSubData(param1, param2, param3); } public void glBufferSubData(int param1, long param2, ShortBuffer param3) { checkLimit(param3); GL15.glBufferSubData(param1, param2, param3); } public void glBufferSubData(int param1, long param2, ByteBuffer param3) { checkLimit(param3); GL15.glBufferSubData(param1, param2, param3); } public void glClear(int param1) { GL11.glClear(param1); } public void glClearColor(float param1, float param2, float param3, float param4) { GL11.glClearColor(param1, param2, param3, param4); } public void glColorMask(boolean param1, boolean param2, boolean param3, boolean param4) { GL11.glColorMask(param1, param2, param3, param4); } public void glCompileShader(int param1) { GL20.glCompileShader(param1); } 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); } 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); } 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); } 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); } public int glCreateProgram() { return GL20.glCreateProgram(); } public int glCreateShader(int param1) { return GL20.glCreateShader(param1); } public void glCullFace(int param1) { GL11.glCullFace(param1); } public void glDeleteBuffers(IntBuffer param1) { checkLimit(param1); GL15.glDeleteBuffers(param1); } public void glDeleteProgram(int param1) { GL20.glDeleteProgram(param1); } public void glDeleteShader(int param1) { GL20.glDeleteShader(param1); } public void glDeleteTextures(IntBuffer param1) { checkLimit(param1); GL11.glDeleteTextures(param1); } public void glDepthFunc(int param1) { GL11.glDepthFunc(param1); } public void glDepthMask(boolean param1) { GL11.glDepthMask(param1); } public void glDepthRange(double param1, double param2) { GL11.glDepthRange(param1, param2); } public void glDetachShader(int param1, int param2) { GL20.glDetachShader(param1, param2); } public void glDisable(int param1) { GL11.glDisable(param1); } public void glDisableVertexAttribArray(int param1) { GL20.glDisableVertexAttribArray(param1); } public void glDrawArrays(int param1, int param2, int param3) { GL11.glDrawArrays(param1, param2, param3); } public void glDrawBuffer(int param1) { GL11.glDrawBuffer(param1); } public void glDrawRangeElements(int param1, int param2, int param3, int param4, int param5, long param6) { GL12.glDrawRangeElements(param1, param2, param3, param4, param5, param6); } public void glEnable(int param1) { GL11.glEnable(param1); } public void glEnableVertexAttribArray(int param1) { GL20.glEnableVertexAttribArray(param1); } @Override public void glEndQuery(int target) { GL15.glEndQuery(target); } public void glGenBuffers(IntBuffer param1) { checkLimit(param1); GL15.glGenBuffers(param1); } public void glGenTextures(IntBuffer param1) { checkLimit(param1); GL11.glGenTextures(param1); } @Override public void glGenQueries(int num, IntBuffer ids) { GL15.glGenQueries(ids); } public void glGetBoolean(int param1, ByteBuffer param2) { checkLimit(param2); GL11.glGetBooleanv(param1, param2); } public void glGetBufferSubData(int target, long offset, ByteBuffer data) { checkLimit(data); GL15.glGetBufferSubData(target, offset, data); } public int glGetError() { return GL11.glGetError(); } public void glGetInteger(int param1, IntBuffer param2) { checkLimit(param2); GL11.glGetIntegerv(param1, param2); } public void glGetProgram(int param1, int param2, IntBuffer param3) { checkLimit(param3); GL20.glGetProgramiv(param1, param2, param3); } public void glGetShader(int param1, int param2, IntBuffer param3) { checkLimit(param3); GL20.glGetShaderiv(param1, param2, param3); } public String glGetString(int param1) { return GL11.glGetString(param1); } public String glGetString(int param1, int param2) { return GL30.glGetStringi(param1, param2); } public boolean glIsEnabled(int param1) { return GL11.glIsEnabled(param1); } public void glLineWidth(float param1) { GL11.glLineWidth(param1); } public void glLinkProgram(int param1) { GL20.glLinkProgram(param1); } public void glPixelStorei(int param1, int param2) { GL11.glPixelStorei(param1, param2); } public void glPointSize(float param1) { GL11.glPointSize(param1); } public void glPolygonMode(int param1, int param2) { GL11.glPolygonMode(param1, param2); } public void glPolygonOffset(float param1, float param2) { GL11.glPolygonOffset(param1, param2); } public void glReadBuffer(int param1) { GL11.glReadBuffer(param1); } 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); } 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); } public void glScissor(int param1, int param2, int param3, int param4) { GL11.glScissor(param1, param2, param3, param4); } public void glStencilFuncSeparate(int param1, int param2, int param3, int param4) { GL20.glStencilFuncSeparate(param1, param2, param3, param4); } public void glStencilOpSeparate(int param1, int param2, int param3, int param4) { GL20.glStencilOpSeparate(param1, param2, param3, param4); } 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); } 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); } public void glTexParameterf(int param1, int param2, float param3) { GL11.glTexParameterf(param1, param2, param3); } public void glTexParameteri(int param1, int param2, int param3) { GL11.glTexParameteri(param1, param2, param3); } 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); } 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); } public void glUniform1(int param1, FloatBuffer param2) { checkLimit(param2); GL20.glUniform1fv(param1, param2); } public void glUniform1(int param1, IntBuffer param2) { checkLimit(param2); GL20.glUniform1iv(param1, param2); } public void glUniform1f(int param1, float param2) { GL20.glUniform1f(param1, param2); } public void glUniform1i(int param1, int param2) { GL20.glUniform1i(param1, param2); } public void glUniform2(int param1, IntBuffer param2) { checkLimit(param2); GL20.glUniform2iv(param1, param2); } public void glUniform2(int param1, FloatBuffer param2) { checkLimit(param2); GL20.glUniform2fv(param1, param2); } public void glUniform2f(int param1, float param2, float param3) { GL20.glUniform2f(param1, param2, param3); } public void glUniform3(int param1, IntBuffer param2) { checkLimit(param2); GL20.glUniform3iv(param1, param2); } public void glUniform3(int param1, FloatBuffer param2) { checkLimit(param2); GL20.glUniform3fv(param1, param2); } public void glUniform3f(int param1, float param2, float param3, float param4) { GL20.glUniform3f(param1, param2, param3, param4); } public void glUniform4(int param1, FloatBuffer param2) { checkLimit(param2); GL20.glUniform4fv(param1, param2); } public void glUniform4(int param1, IntBuffer param2) { checkLimit(param2); GL20.glUniform4iv(param1, param2); } public void glUniform4f(int param1, float param2, float param3, float param4, float param5) { GL20.glUniform4f(param1, param2, param3, param4, param5); } public void glUniformMatrix3(int param1, boolean param2, FloatBuffer param3) { checkLimit(param3); GL20.glUniformMatrix3fv(param1, param2, param3); } public void glUniformMatrix4(int param1, boolean param2, FloatBuffer param3) { checkLimit(param3); GL20.glUniformMatrix4fv(param1, param2, param3); } public void glUseProgram(int param1) { GL20.glUseProgram(param1); } public void glVertexAttribPointer(int param1, int param2, int param3, boolean param4, int param5, long param6) { GL20.glVertexAttribPointer(param1, param2, param3, param4, param5, param6); } public void glViewport(int param1, int param2, int param3, int param4) { GL11.glViewport(param1, param2, param3, param4); } public int glGetAttribLocation(int param1, String param2) { // NOTE: LWJGL requires null-terminated strings return GL20.glGetAttribLocation(param1, param2 + "\0"); } public int glGetUniformLocation(int param1, String param2) { // NOTE: LWJGL requires null-terminated strings return GL20.glGetUniformLocation(param1, param2 + "\0"); } public void glShaderSource(int param1, String[] param2, IntBuffer param3) { checkLimit(param3); GL20.glShaderSource(param1, param2); } 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); } 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 void glDeleteVertexArrays(IntBuffer arrays) { checkLimit(arrays); ARBVertexArrayObject.glDeleteVertexArrays(arrays); } @Override public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) { GL30.glFramebufferTextureLayer(param1, param2, param3, param4, param5); } }