diff options
author | Kenneth Russel <[email protected]> | 2005-07-17 06:13:24 +0000 |
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committer | Kenneth Russel <[email protected]> | 2005-07-17 06:13:24 +0000 |
commit | 7e7e225eaf4fddb31152ab204bf1776f26079d40 (patch) | |
tree | 522044c1fb226235fa34b9d013945f320765edd8 /src/net/java/games/jogl/impl/x11/X11GLDrawable.java | |
parent | 9d28b7f7fffdaeee7353945000546cb73a00157b (diff) |
Further context-related changes for the JSR-231 API. The GLContext
implementations on all platforms have been split into orthogonal
GLDrawable and GLContext concepts. It is now possible to create more
than one GLContet per GLDrawable (though this has not been tested
yet). GLCanvas has been reimplemented in terms of
GLDrawableFactory.getGLDrawable(). More functionality has been moved
from GLDrawable to GLAutoDrawable. Reimplemented lazy sending of
reshape GLEventListener events in GLCanvas and GLJPanel and deleted
notion of deferred reshapes from GLDrawableHelper and elsewhere.
Sharing of textures and display lists is now expressed in terms of
GLContexts instead of GLDrawables. Still need to move pbuffer creation
into GLDrawableFactory from the onscreen GLContext implementations.
Added option to gleem ExaminerViewer to disable automatic redraws upon
mouse events and respecified more of gleem to work on GLAutoDrawables
rather than GLDrawables. Updated all JOGL demos to work with new APIs
and slightly different initialization sequences (in particular, for
pbuffers -- this will change with the addition of
GLDrawableFactory.createGLPbuffer()).
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/branches/JSR-231@324 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/impl/x11/X11GLDrawable.java')
-rw-r--r-- | src/net/java/games/jogl/impl/x11/X11GLDrawable.java | 172 |
1 files changed, 172 insertions, 0 deletions
diff --git a/src/net/java/games/jogl/impl/x11/X11GLDrawable.java b/src/net/java/games/jogl/impl/x11/X11GLDrawable.java new file mode 100644 index 000000000..32098ab43 --- /dev/null +++ b/src/net/java/games/jogl/impl/x11/X11GLDrawable.java @@ -0,0 +1,172 @@ +/* + * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution 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 Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any kind. ALL + * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, + * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A + * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN + * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR + * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR + * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR + * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR + * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE + * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, + * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF + * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed or intended for use + * in the design, construction, operation or maintenance of any nuclear + * facility. + * + * Sun gratefully acknowledges that this software was originally authored + * and developed by Kenneth Bradley Russell and Christopher John Kline. + */ + +package net.java.games.jogl.impl.x11; + +import java.awt.Component; + +import net.java.games.jogl.*; +import net.java.games.jogl.impl.*; + +public abstract class X11GLDrawable extends GLDrawableImpl { + protected static final boolean DEBUG = Debug.debug("X11GLDrawable"); + + protected long display; + protected long drawable; + protected long visualID; + protected Component component; + protected GLCapabilities capabilities; + protected GLCapabilitiesChooser chooser; + + public X11GLDrawable(Component component, + GLCapabilities capabilities, + GLCapabilitiesChooser chooser) { + this.component = component; + this.capabilities = (capabilities == null) ? null : + ((GLCapabilities) capabilities.clone()); + this.chooser = chooser; + } + + public void setRealized(boolean val) { + throw new GLException("Should not call this (should only be called for onscreen GLDrawables)"); + } + + public void destroy() { + throw new GLException("Should not call this (should only be called for offscreen GLDrawables)"); + } + + public void swapBuffers() throws GLException { + } + + public long getDisplay() { + return display; + } + + public long getDrawable() { + return drawable; + } + + //--------------------------------------------------------------------------- + // Internals only below this point + // + + protected XVisualInfo chooseVisual(boolean onscreen) { + if (display == 0) { + throw new GLException("null display"); + } + + // FIXME + if (onscreen) { + // The visual has already been chosen by the time we get here; + // it's specified by the GraphicsConfiguration of the + // GLCanvas. Fortunately, the JAWT supplies the visual ID for + // the component in a portable fashion, so all we have to do is + // use XGetVisualInfo with a VisualIDMask to get the + // corresponding XVisualInfo to pass into glXChooseVisual. + int[] count = new int[1]; + XVisualInfo template = new XVisualInfo(); + // FIXME: probably not 64-bit clean + template.visualid((int) visualID); + lockAWT(); + XVisualInfo[] infos = GLX.XGetVisualInfo(display, GLX.VisualIDMask, template, count, 0); + unlockAWT(); + if (infos == null || infos.length == 0) { + throw new GLException("Error while getting XVisualInfo for visual ID " + visualID); + } + // FIXME: the storage for the infos array is leaked (should + // clean it up somehow when we're done with the visual we're + // returning) + return infos[0]; + } else { + // It isn't clear to me whether we need this much code to handle + // the offscreen case, where we're creating a pixmap into which + // to render...this is what we (incorrectly) used to do for the + // onscreen case + + int screen = 0; // FIXME: provide way to specify this? + XVisualInfo vis = null; + int[] count = new int[1]; + XVisualInfo template = new XVisualInfo(); + template.screen(screen); + XVisualInfo[] infos = null; + GLCapabilities[] caps = null; + lockAWT(); + try { + infos = GLX.XGetVisualInfo(display, GLX.VisualScreenMask, template, count, 0); + if (infos == null) { + throw new GLException("Error while enumerating available XVisualInfos"); + } + caps = new GLCapabilities[infos.length]; + for (int i = 0; i < infos.length; i++) { + caps[i] = X11GLContextFactory.xvi2GLCapabilities(display, infos[i]); + } + } finally { + unlockAWT(); + } + int chosen = chooser.chooseCapabilities(capabilities, caps, -1); + if (chosen < 0 || chosen >= caps.length) { + throw new GLException("GLCapabilitiesChooser specified invalid index (expected 0.." + (caps.length - 1) + ")"); + } + if (DEBUG) { + System.err.println("Chosen visual (" + chosen + "):"); + System.err.println(caps[chosen]); + } + vis = infos[chosen]; + if (vis == null) { + throw new GLException("GLCapabilitiesChooser chose an invalid visual"); + } + // FIXME: the storage for the infos array is leaked (should + // clean it up somehow when we're done with the visual we're + // returning) + + return vis; + } + } + + + // These synchronization primitives prevent the AWT from making + // requests from the X server asynchronously to this code. + protected void lockAWT() { + X11GLContextFactory.lockAWT(); + } + + protected void unlockAWT() { + X11GLContextFactory.unlockAWT(); + } +} |