/* * 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.*; import org.lwjgl.Window; /** * $Id$ * * 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 $Revision$ */ public class BaseGL extends Window { 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 GL rendering context */ protected int handle; /** Color bits */ protected final int color; /** Alpha bits */ protected final int alpha; /** Depth bits */ protected final int depth; /** Stencil bits */ protected final int stencil; private int x, y; /** Fullscreen */ protected final boolean fullscreen; /** * Construct a windowed instance of GL. If the underlying OS does not * support windowed mode, then the width and height must match the current * display resolution, or an Exception will be thrown. Otherwise a fullscreen * window will be created. * @param title The title of the window * @param x, y The position of the window. May be ignored. * @param width, height The size of the window's client area * @param bpp Require colour bits * @param alpha Required alpha bits * @param depth Required depth bits * @param stencil Required stencil bits */ public BaseGL(String title, int x, int y, int width, int height, int bpp, int alpha, int depth, int stencil) { super(title, x, y, width, height); this.x = x; this.y = y; this.color = bpp; this.alpha = alpha; this.depth = depth; this.stencil = stencil; this.fullscreen = false; } /** * Construct a fullscreen instance of GL. If the underlying OS does not * support fullscreen mode, then a window will be created instead. If this * fails too then an Exception will be thrown. * @param title The title of the window * @param x, y The position of the window. May be ignored. * @param width, height The size of the window's client area */ public BaseGL(String title, int bpp, int alpha, int depth, int stencil) { super(title, 0, 0, Display.getWidth(), Display.getHeight()); this.x = 0; this.y = 0; this.color = bpp; this.alpha = alpha; this.depth = depth; this.stencil = stencil; this.fullscreen = true; } protected void doCreate() throws Exception { nCreate(getTitle(), x, y, getWidth(), getHeight(), color, alpha, depth, stencil, fullscreen); } protected void doPaint() { swapBuffers(); } /** * Swap the buffers. */ private native void swapBuffers(); /** * Native method to create a windowed GL */ private native void nCreate( String title, int x, int y, int width, int height, int bpp, int alpha, int depth, int stencil, boolean fullscreen) throws Exception; /* (non-Javadoc) * @see org.lwjgl.Window#doDestroy() */ protected void doDestroy() { nDestroyGL(); } /** * Natively destroy any GL-related stuff */ private native void nDestroyGL(); /** * Make the GL context current to the current thread */ public native void makeContextCurrent(); /** * Release the GL context */ public native void releaseContext(); }