/* * Copyright (c) 2002 Lightweight Java Game Library Project * 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 'Light Weight Java Game Library' 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 org.lwjgl.opengl; import org.lwjgl.Sys; /** * $Id$ * * Pbuffer encapsulates an OpenGL pbuffer. * * Each instance of GL is only valid in the thread that creates it. * In addition, only one instance of an OpenGL window or Pbuffer may be * the current GL context in any one thread. To make a GL instance the * current context, use makeCurrent(). * * @author elias_naur * @version $Revision$ */ public class Pbuffer { public final static int PBUFFER_SUPPORTED = 1; /** Current Pbuffer */ private static Pbuffer currentBuffer = null; /** Handle to the native GL rendering context */ private final int handle; /** Tracks VBO state */ private final VBOTracker vbo_tracker; static { System.loadLibrary(Sys.getLibraryName()); } /** * Construct an instance of a Pbuffer. If this fails then an Exception will be thrown. * The buffer is single-buffered. * * NOTE: An OpenGL window must be created before a Pbuffer can be created. The Pbuffer will * have its own context that shares display lists and textures with the OpenGL window context, * but it will have its own OpenGL state. Therefore, state changes to a pbuffer will not be seen * in the window context and vice versa. * * NOTE: Some OpenGL implementations requires the shared contexts to use the same pixel format. * So if possible, use the same bpp, alpha, depth and stencil values used to create the main window. * * @param width Pbuffer width * @param height Pbuffer height * @param bpp Minimum bits per pixel * @param alpha Minimum bits per pixel in alpha buffer * @param depth Minimum bits per pixel in depth buffer * @param stencil Minimum bits per pixel in stencil buffer */ public Pbuffer(int width, int height, int bpp, int alpha, int depth, int stencil) throws Exception { handle = nCreate(width, height, bpp, alpha, depth, stencil); vbo_tracker = new VBOTracker(); } /** * Method to release the current Pbuffer context and make the OpenGL window current. */ public static void releaseContext() { currentBuffer = null; VBOTracker.releaseCurrent(); nReleaseContext(); } /** * Method to test for validity of the buffer. If this function returns true, * the buffer contents is lost. The buffer can still be used, but the results are undefined. * The application is expected to release the buffer if needed, destroy it and recreate a new * buffer. * * @return true if the buffer is lost and destroyed, false if the buffer is valid. */ public boolean isBufferLost() { return nIsBufferLost(handle); } /** * Native method to test for buffer integrity */ private native static boolean nIsBufferLost(int handle); /** * Native method to release the context. */ private native static void nReleaseContext(); /** * Method to make the Pbuffer context current. All subsequent OpenGL * calls will go to this buffer. */ public void makeCurrent() { currentBuffer = this; VBOTracker.setCurrent(vbo_tracker); nMakeCurrent(handle); } /** * Native method to make a pbuffer current. */ private native static void nMakeCurrent(int handle); /** * Gets the Pbuffer capabilities. Only the flag PBUFFER_SUPPORTED is * available, and indicates that Pbuffers can be created. * * @return a bitmask of Pbuffer capabilities. */ public static native int getPbufferCaps(); /** * Native method to create a Pbuffer */ private native static int nCreate( int width, int height, int bpp, int alpha, int depth, int stencil) throws Exception; /** * Destroys the Pbuffer. The buffer must not be current. */ public void destroy() { if (currentBuffer == this) releaseContext(); nDestroy(handle); } /** * Natively destroy any GL-related stuff */ private native static void nDestroy(int handle); }