/* * Copyright (c) 2002 Light Weight 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; /** * $Id$ * * The base GL functionality (no actual GL methods). * * Each instance of GL is only valid in the thread that creates it. * In addition, only one instance may be the current GL context in any one * thread. To make a GL instance the current context, use makeCurrent(). * * This has been provided as a base class that we can use for either the * full GL1.4 specification or as a cut-down OpenGL embedded spec. (aka * a mini-driver). * * @author cix_foo * @version $Revision$ */ abstract class BaseGL { static { System.loadLibrary(Sys.LIBRARY_NAME); } /** The current rendering context */ private static BaseGL currentContext; /** Has the GL been created yet? */ private boolean created; /** Handle to the native context */ protected int handle; /** This GL will be valid for use in only one thread */ protected Thread renderThread; /** The number of color bits */ protected final int colorBits; /** The number of alpha bits */ protected final int alphaBits; /** The number of depth bits */ protected final int depthBits; /** The number of stencil bits */ protected final int stencilBits; /** * Constructor for BaseGL. The context is not created at this point; * to create the GL you must call create(). * * @param colorBits the number of color bits (eg. 16, 24, 32) * @param alphaBits the number of alpha bits (eg. 0 or 8) * @param depthBits the number of depth bits (eg. 16 or 24) * @param stencilBits the number of stencil bits (eg. 0 or 8) * @see create() */ public BaseGL(int colorBits, int alphaBits, int depthBits, int stencilBits) { this.colorBits = colorBits; this.alphaBits = alphaBits; this.depthBits = depthBits; this.stencilBits = stencilBits; } /** * Creates the GL, with the best match it can get for the specified * parameters. The display must first have been created. * * @throws Exception if the GL could not be created for some reason */ public final void create() throws Exception{ if (created) return; if (!nCreate(colorBits, alphaBits, depthBits, stencilBits)) throw new Exception("GL could not be created."); created = true; makeCurrent(); init(); } /** * Override to provide any initialization code after creation. */ protected void init() { } /** * Native method to create the GL. If successful then the native handle will * be set. The GL is created on the current display, which must have been * created by calling its setDisplayMode() method. * * @return true if the GL was created successfully * @see org.lwjgl.Display#create() */ private native boolean nCreate(int colorBits, int alphaBits, int depthBits, int stencilBits); /** * Destroy the GL context. Does nothing if the GL has not yet been created. */ public final void destroy() { if (!created) return; cleanup(); created = false; renderThread = null; nDestroy(); } /** * Native method to destroy the GL context */ private native void nDestroy(); /** * Provide any cleanup in derived classes here. This method is called * just before the native context is destroyed. */ public void cleanup() { } /** * Finalizer, marked final. To perform specialized cleanup override the * cleanup() method. * * @see cleanup() */ public final void finalize() throws Throwable { super.finalize(); destroy(); } /** * Make this the current context for the current thread. */ public final void makeCurrent() { assert created : "GL has not been created yet."; renderThread = Thread.currentThread(); currentContext = this; nMakeCurrent(); } /** * Swap the buffers */ public native void swapBuffers(); /** * Native method to make this the current thread */ private native void nMakeCurrent(); /** * @return true if this is the current rendering context and the correct * thread */ public final boolean isValid() { return created && currentContext == this && Thread.currentThread() == renderThread; } }