/* * 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; import java.nio.IntBuffer; /** * $Id$ *

* 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 final class Pbuffer { /** * Indicates that Pbuffers can be created. */ public static final int PBUFFER_SUPPORTED = 1 << 0; /** * Indicates that Pbuffers can be used as render-textures. */ public static final int RENDER_TEXTURE_SUPPORTED = 1 << 1; /** * Indicates that Pbuffers can be used as non-power-of-two render-textures. */ public static final int RENDER_TEXTURE_RECTANGLE_SUPPORTED = 1 << 2; /** * Indicates that Pbuffers can be used as depth render-textures. */ public static final int RENDER_DEPTH_TEXTURE_SUPPORTED = 1 << 3; /** * The render-to-texture mipmap level attribute. */ public static final int MIPMAP_LEVEL = RenderTexture.WGL_MIPMAP_LEVEL_ARB; /** * The render-to-texture cube map face attribute. */ public static final int CUBE_MAP_FACE = RenderTexture.WGL_CUBE_MAP_FACE_ARB; /** * The render-to-texture cube map positive X face value. */ public static final int TEXTURE_CUBE_MAP_POSITIVE_X = RenderTexture.WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB; /** * The render-to-texture cube map negative X face value. */ public static final int TEXTURE_CUBE_MAP_NEGATIVE_X = RenderTexture.WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB; /** * The render-to-texture cube map positive Y face value. */ public static final int TEXTURE_CUBE_MAP_POSITIVE_Y = RenderTexture.WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB; /** * The render-to-texture cube map negative Y face value. */ public static final int TEXTURE_CUBE_MAP_NEGATIVE_Y = RenderTexture.WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB; /** * The render-to-texture cube map positive Z face value. */ public static final int TEXTURE_CUBE_MAP_POSITIVE_Z = RenderTexture.WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB; /** * The render-to-texture cube map negative Z face value. */ public static final int TEXTURE_CUBE_MAP_NEGATIVE_Z = RenderTexture.WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB; /** * The Pbuffer front left buffer. */ public static final int FRONT_LEFT_BUFFER = RenderTexture.WGL_FRONT_LEFT_ARB; /** * The Pbuffer front right buffer. */ public static final int FRONT_RIGHT_BUFFER = RenderTexture.WGL_FRONT_RIGHT_ARB; /** * The Pbuffer back left buffer. */ public static final int BACK_LEFT_BUFFER = RenderTexture.WGL_BACK_LEFT_ARB; /** * The Pbuffer back right buffer. */ public static final int BACK_RIGHT_BUFFER = RenderTexture.WGL_BACK_RIGHT_ARB; /** * The Pbuffer depth buffer. */ public static final int DEPTH_BUFFER = RenderTexture.WGL_DEPTH_COMPONENT_NV; /** * Current Pbuffer */ private static Pbuffer currentBuffer; /** * Handle to the native GL rendering context */ private final int handle; /** * Width */ private final int width; /** * Height */ private final int height; 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. *

* The renderTexture parameter defines the necessary state for enabling render-to-texture. When this parameter is null, * render-to-texture is not available. Before using render-to-texture, the Pbuffer capabilities must be queried to ensure that * it is supported. * * @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 * @param samples Minimum samples in multisample buffer (corresponds to GL_SAMPLES_ARB in GL_ARB_multisample spec). Pass * 0 to disable multisampling. This parameter is ignored if GL_ARB_multisample is not supported. * @param renderTexture */ public Pbuffer(int width, int height, int bpp, int alpha, int depth, int stencil, int samples, RenderTexture renderTexture) throws Exception { this.width = width; this.height = height; if ( renderTexture == null ) handle = nCreate(width, height, bpp, alpha, depth, stencil, samples, null, 0, null, 0); else handle = nCreate(width, height, bpp, alpha, depth, stencil, samples, renderTexture.pixelFormatCaps, renderTexture.pixelFormatCaps.limit(), renderTexture.pBufferAttribs, renderTexture.pBufferAttribs.limit()); } /** * 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 synchronized boolean isBufferLost() { return nIsBufferLost(handle); } /** * Native method to test for buffer integrity */ private static native boolean nIsBufferLost(int handle); /** * Method to make the Pbuffer context current. All subsequent OpenGL calls will go to this buffer. */ public synchronized void makeCurrent() { currentBuffer = this; nMakeCurrent(handle); VBOTracker.setCurrent(this); } /** * Native method to make a pbuffer current. */ private static native void nMakeCurrent(int handle); /** * Gets the Pbuffer capabilities. * * @return a bitmask of Pbuffer capabilities. */ public static native int getPbufferCaps(); /** * Native method to create a Pbuffer */ private static native int nCreate(int width, int height, int bpp, int alpha, int depth, int stencil, int samples, IntBuffer pixelFormatCaps, int pixelFormatCapsSize, IntBuffer pBufferAttribs, int pBufferAttribsSize) throws Exception; /** * Destroys the Pbuffer. After this call, there will be no valid GL rendering context - regardless of whether this Pbuffer was * the current rendering context or not. */ public synchronized void destroy() { makeCurrent(); VBOTracker.remove(this); nDestroy(handle); } /** * Natively destroy any GL-related stuff */ private static native void nDestroy(int handle); // ----------------------------------------------------------------------------------------- // ------------------------------- Render-to-Texture Methods ------------------------------- // ----------------------------------------------------------------------------------------- /** * Sets a render-to-texture attribute. *

* The attrib parameter can be one of MIPMAP_LEVEL and CUBE_MAP_FACE. When the attrib parameter is CUBE_MAP_FACE then the value * parameter can be on of the following: *

* TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y * TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z * * @param attrib * @param value */ public synchronized void setAttrib(int attrib, int value) { nSetAttrib(handle, attrib, value); } private static native void nSetAttrib(int handle, int attrib, int value); /** * Binds the currently bound texture to the buffer specified. The buffer can be one of the following: *

* FRONT_LEFT_BUFFER FRONT_RIGHT_BUFFER BACK_LEFT_BUFFER BACK_RIGHT_BUFFER DEPTH_BUFFER * * @param buffer */ public synchronized void bindTexImage(int buffer) { nBindTexImage(handle, buffer); } private static native void nBindTexImage(int handle, int buffer); /** * Releases the currently bound texture from the buffer specified. * * @param buffer */ public synchronized void releaseTexImage(int buffer) { nReleaseTexImage(handle, buffer); } private static native void nReleaseTexImage(int handle, int buffer); /** * @return Returns the height. */ public int getHeight() { return height; } /** * @return Returns the width. */ public int getWidth() { return width; } }