/* * 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; /** * $Id$ * * 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.getLibraryName()); } /** 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; /** * Constructor for BaseGL. The context is not created at this point; * to create the GL you must call create(). * * @see #create() */ public BaseGL() { } /** * 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()) 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(org.lwjgl.DisplayMode, boolean) */ private native boolean nCreate(); /** * 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(); } /** * Free the context from the current thread. */ public final void releaseContext() { assert created : "GL has not been created yet."; renderThread = null; currentContext = null; nReleaseContext(); } /** * 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 free the context */ private native void nReleaseContext(); /** * 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; } /** * Create a fullscreen display. If the display has already been created then this * method is a no-op. * * Alpha, depth, and stencil will be 0 bits. * * @param title The title for the application * @throws Exception if the window could not be created for any reason * @see #destroy() */ public static void create(String title) throws Exception { create(title, 0, 0, 0); } /** * Create a fullscreen display. If the display has already been created then this * method is a no-op. * * @param title The title for the application * @param alpha Minimun number of alpha bits on the display * @param depth Minimun number of depth bits on the display * @param stencil Minimun number of stencil bits on the display * @throws Exception if the window could not be created for any reason * @see #destroy() */ public static void create(String title, int alpha, int depth, int stencil) throws Exception { if (Display.created) { return; } if (!nCreateFullscreen(title, alpha, depth, stencil)) { throw new Exception("Failed to create fullscreen display."); } Display.created = true; } /** * Create a windowed display. If the display has already been created then this * method is a no-op. * * The window is not guaranteed to be positioned at (x, y). Nor is it guaranteed * to have a drag bar, title bar, close button, or minimized button. It cannot be * resized once created. * * The window will have 0 bits alpha, depth, and stencil. * * @param title The title for the application * @param x, y The position of the window * @param width, height The dimensions of the drawable area of the window * @throws Exception if the window could not be created for any reason * @see #destroy() */ public static void create(String title, int x, int y, int width, int height) throws Exception { create(title, x, y, width, height, 0, 0, 0); } /** * Create a windowed display. If the display has already been created then this * method is a no-op. * * The window is not guaranteed to be positioned at (x, y). Nor is it guaranteed * to have a drag bar, title bar, close button, or minimized button. It cannot be * resized once created. * * @param title The title for the application * @param x, y The position of the window * @param width, height The dimensions of the drawable area of the window * @param alpha Minimun number of alpha bits on the display * @param depth Minimun number of depth bits on the display * @param stencil Minimun number of stencil bits on the display * @throws Exception if the window could not be created for any reason * @see #destroy() */ public static void create(String title, int x, int y, int width, int height, int alpha, int depth, int stencil) throws Exception { if (Display.created) { return; } if (!nCreateWindowed(title, x, y, width, height, alpha, depth, stencil)) { throw new Exception("Failed to create windowed display."); } Display.created = true; } /** * Native method to create the display. This will set the handle if it is * successful. * @return true if the display was successfully created * @see #create(org.lwjgl.DisplayMode, boolean) */ private static native boolean nCreateWindowed( String title, int x, int y, int width, int height, int alpha_bits, int depth_bits, int stencil_bits); /** * Native method to create the display. This will set the handle if it is * successful. * @return true if the display was successfully created * @see #create(org.lwjgl.DisplayMode, boolean) */ private static native boolean nCreateFullscreen( String title, int alpha_bits, int depth_bits, int stencil_bits); /** * Destroy the display and return it to normal. If the display has not yet * been created no action is taken. */ public static void destroy() { if (!Display.created) { return; } nDestroy(); Display.created = false; Display.mode = null; } /** * Native method to destroy the display. This will reset the handle. */ private static native void nDestroy(); /** * Determines if the display is minimized. When the display is minimized it is * effectively invisible, and you need perform no rendering in your game loop. * On the native side, when the application is switched to some other application, * the display window will minimize; when focus is regained, it will maximize and * automatically gain focus and become the foreground window again. * @return true if the display is minimized */ public static native boolean isMinimized(); /** * Determines if the user has requested that the application should close. * When a user has requested that the application should shutdown, it is up to * the application to perform the actual shutdown and cleanup of any allocated * resources. * * @return true if the user has requested that the application should close */ public static boolean isCloseRequested() { return Display.closeRequested; } }