/* * Copyright (c) 2002-2004 LWJGL 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 'LWJGL' 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 org.lwjgl.LWJGLException; 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; /** * Handle to the native GL rendering context */ private final int handle; /** * Width */ private final int width; /** * Height */ private final int height; /* * The Display context that this buffer shares or null */ private final Object display_context; static { Sys.initialize(); } /** * Determine whether the Pbuffer is using the Display context. * * @return true of the Pbuffer is using the Display context, false if not. */ public boolean isUsingDisplayContext() { return display_context != null; } /** * Create an instance of a Pbuffer using the Display context. The buffer is double-buffered, like the Display. *

* NOTE: The Pbuffer will use the same context as the Display and requires that the Display has been created. Therefore, * no separate pixel format can be specified. All OpenGL state, * including display lists, textures etc. is shared between the Pbuffer and the Display. If the Display is destroyed, * the Pbuffer will not be usable, even if the Display is created again. *

* This kind of Pbuffer is the fastest, because the context switch overhead is minimum. * * @param width Pbuffer width * @param height Pbuffer height */ public static Pbuffer createPbufferUsingDisplayContext(int width, int height, RenderTexture renderTexture) throws LWJGLException { if (!Display.isCreated()) throw new IllegalStateException("The Display must be created before a shared Pbuffer can be created that use the Display context"); int handle = createPbuffer(true, width, height, null, renderTexture); return new Pbuffer(width, height, Display.getContext(), handle); } /** * Create an instance of a Pbuffer with a unique OpenGL context. The buffer is single-buffered. *

* NOTE: The Pbuffer will have its own context that shares display lists and textures with the Display context (if it is created), * 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. *

* This kind of Pbuffer is primarily intended for non interactive use, since the makeCurrent context switch will be more expensive * than a Pbuffer using the Display context. *

* 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 pixel_format Minimum Pbuffer context properties * @param renderTexture */ public static Pbuffer createPbufferUsingUniqueContext(int width, int height, PixelFormat pixel_format, RenderTexture renderTexture) throws LWJGLException { int handle = createPbuffer(false, width, height, pixel_format, renderTexture); return new Pbuffer(width, height, null, handle); } private Pbuffer(int width, int height, Object display_context, int handle) { this.width = width; this.height = height; this.display_context = display_context; this.handle = handle; } private static int createPbuffer(boolean use_display_context, int width, int height, PixelFormat pixel_format, RenderTexture renderTexture) throws LWJGLException { GLContext.loadOpenGLLibrary(); try { if ( renderTexture == null ) return nCreate(use_display_context, width, height, pixel_format, null, null); else return nCreate(use_display_context, width, height, pixel_format, renderTexture.pixelFormatCaps, renderTexture.pBufferAttribs); } catch (LWJGLException e) { GLContext.unloadOpenGLLibrary(); throw e; } } /** * 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. * @throws LWJGLException if the context could not be made current */ public synchronized void makeCurrent() throws LWJGLException { if (display_context != null && display_context != Display.getContext()) throw new IllegalStateException("Cannot make a Pbuffer current after the Display has been destroyed"); nMakeCurrent(handle); if (display_context == null) GLContext.useContext(this); } /** * Native method to make a pbuffer current. */ private static native void nMakeCurrent(int handle) throws LWJGLException; /** * 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(boolean shared, int width, int height, PixelFormat pixel_format, IntBuffer pixelFormatCaps, IntBuffer pBufferAttribs) throws LWJGLException; /** * 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() { try { makeCurrent(); int error = GL11.glGetError(); nDestroy(handle); GLContext.useContext(null); GLContext.unloadOpenGLLibrary(); if (error != GL11.GL_NO_ERROR) throw new OpenGLException(error); } catch (LWJGLException e) { // ignore exception } } /** * 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; } }