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+/*
+ * 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 javax.media.nwi;
+
+/** Specifies a set of OpenGL capabilities that a rendering context
+ must support, such as color depth and whether stereo is enabled.
+ It currently contains the minimal number of routines which allow
+ configuration on all supported window systems. */
+
+public class NWCapabilities implements Cloneable {
+ private boolean doubleBuffered = true;
+ private boolean stereo = false;
+ private boolean hardwareAccelerated = true;
+ private int depthBits = 24;
+ private int stencilBits = 0;
+ private int redBits = 8;
+ private int greenBits = 8;
+ private int blueBits = 8;
+ private int alphaBits = 0;
+ private int accumRedBits = 0;
+ private int accumGreenBits = 0;
+ private int accumBlueBits = 0;
+ private int accumAlphaBits = 0;
+ // Shift bits from PIXELFORMATDESCRIPTOR not present because they
+ // are unlikely to be supported on Windows anyway
+
+ // Support for full-scene antialiasing (FSAA)
+ private boolean sampleBuffers = false;
+ private int numSamples = 2;
+
+ // Support for transparent windows containing OpenGL content
+ // (currently only has an effect on Mac OS X)
+ private boolean backgroundOpaque = true;
+
+ // Bits for pbuffer creation
+ private boolean pbufferFloatingPointBuffers;
+ private boolean pbufferRenderToTexture;
+ private boolean pbufferRenderToTextureRectangle;
+
+ /** Creates a NWCapabilities object. All attributes are in a default
+ state.
+ */
+ public NWCapabilities() {}
+
+ public Object clone() {
+ try {
+ return super.clone();
+ } catch (CloneNotSupportedException e) {
+ throw new NativeWindowException(e);
+ }
+ }
+
+ /** Indicates whether double-buffering is enabled. */
+ public boolean getDoubleBuffered() {
+ return doubleBuffered;
+ }
+
+ /** Enables or disables double buffering. */
+ public void setDoubleBuffered(boolean onOrOff) {
+ doubleBuffered = onOrOff;
+ }
+
+ /** Indicates whether stereo is enabled. */
+ public boolean getStereo() {
+ return stereo;
+ }
+
+ /** Enables or disables stereo viewing. */
+ public void setStereo(boolean onOrOff) {
+ stereo = onOrOff;
+ }
+
+ /** Indicates whether hardware acceleration is enabled. */
+ public boolean getHardwareAccelerated() {
+ return hardwareAccelerated;
+ }
+
+ /** Enables or disables hardware acceleration. */
+ public void setHardwareAccelerated(boolean onOrOff) {
+ hardwareAccelerated = onOrOff;
+ }
+
+ /** Returns the number of bits requested for the depth buffer. */
+ public int getDepthBits() {
+ return depthBits;
+ }
+
+ /** Sets the number of bits requested for the depth buffer. */
+ public void setDepthBits(int depthBits) {
+ this.depthBits = depthBits;
+ }
+
+ /** Returns the number of bits requested for the stencil buffer. */
+ public int getStencilBits() {
+ return stencilBits;
+ }
+
+ /** Sets the number of bits requested for the stencil buffer. */
+ public void setStencilBits(int stencilBits) {
+ this.stencilBits = stencilBits;
+ }
+
+ /** Returns the number of bits requested for the color buffer's red
+ component. On some systems only the color depth, which is the
+ sum of the red, green, and blue bits, is considered. */
+ public int getRedBits() {
+ return redBits;
+ }
+
+ /** Sets the number of bits requested for the color buffer's red
+ component. On some systems only the color depth, which is the
+ sum of the red, green, and blue bits, is considered. */
+ public void setRedBits(int redBits) {
+ this.redBits = redBits;
+ }
+
+ /** Returns the number of bits requested for the color buffer's
+ green component. On some systems only the color depth, which is
+ the sum of the red, green, and blue bits, is considered. */
+ public int getGreenBits() {
+ return greenBits;
+ }
+
+ /** Sets the number of bits requested for the color buffer's green
+ component. On some systems only the color depth, which is the
+ sum of the red, green, and blue bits, is considered. */
+ public void setGreenBits(int greenBits) {
+ this.greenBits = greenBits;
+ }
+
+ /** Returns the number of bits requested for the color buffer's blue
+ component. On some systems only the color depth, which is the
+ sum of the red, green, and blue bits, is considered. */
+ public int getBlueBits() {
+ return blueBits;
+ }
+
+ /** Sets the number of bits requested for the color buffer's blue
+ component. On some systems only the color depth, which is the
+ sum of the red, green, and blue bits, is considered. */
+ public void setBlueBits(int blueBits) {
+ this.blueBits = blueBits;
+ }
+
+ /** Returns the number of bits requested for the color buffer's
+ alpha component. On some systems only the color depth, which is
+ the sum of the red, green, and blue bits, is considered. */
+ public int getAlphaBits() {
+ return alphaBits;
+ }
+
+ /** Sets the number of bits requested for the color buffer's alpha
+ component. On some systems only the color depth, which is the
+ sum of the red, green, and blue bits, is considered. */
+ public void setAlphaBits(int alphaBits) {
+ this.alphaBits = alphaBits;
+ }
+
+ /** Returns the number of bits requested for the accumulation
+ buffer's red component. On some systems only the accumulation
+ buffer depth, which is the sum of the red, green, and blue bits,
+ is considered. */
+ public int getAccumRedBits() {
+ return accumRedBits;
+ }
+
+ /** Sets the number of bits requested for the accumulation buffer's
+ red component. On some systems only the accumulation buffer
+ depth, which is the sum of the red, green, and blue bits, is
+ considered. */
+ public void setAccumRedBits(int accumRedBits) {
+ this.accumRedBits = accumRedBits;
+ }
+
+ /** Returns the number of bits requested for the accumulation
+ buffer's green component. On some systems only the accumulation
+ buffer depth, which is the sum of the red, green, and blue bits,
+ is considered. */
+ public int getAccumGreenBits() {
+ return accumGreenBits;
+ }
+
+ /** Sets the number of bits requested for the accumulation buffer's
+ green component. On some systems only the accumulation buffer
+ depth, which is the sum of the red, green, and blue bits, is
+ considered. */
+ public void setAccumGreenBits(int accumGreenBits) {
+ this.accumGreenBits = accumGreenBits;
+ }
+
+ /** Returns the number of bits requested for the accumulation
+ buffer's blue component. On some systems only the accumulation
+ buffer depth, which is the sum of the red, green, and blue bits,
+ is considered. */
+ public int getAccumBlueBits() {
+ return accumBlueBits;
+ }
+
+ /** Sets the number of bits requested for the accumulation buffer's
+ blue component. On some systems only the accumulation buffer
+ depth, which is the sum of the red, green, and blue bits, is
+ considered. */
+ public void setAccumBlueBits(int accumBlueBits) {
+ this.accumBlueBits = accumBlueBits;
+ }
+
+ /** Returns the number of bits requested for the accumulation
+ buffer's alpha component. On some systems only the accumulation
+ buffer depth, which is the sum of the red, green, and blue bits,
+ is considered. */
+ public int getAccumAlphaBits() {
+ return accumAlphaBits;
+ }
+
+ /** Sets number of bits requested for accumulation buffer's alpha
+ component. On some systems only the accumulation buffer depth,
+ which is the sum of the red, green, and blue bits, is
+ considered. */
+ public void setAccumAlphaBits(int accumAlphaBits) {
+ this.accumAlphaBits = accumAlphaBits;
+ }
+
+ /** Indicates whether sample buffers for full-scene antialiasing
+ (FSAA) should be allocated for this drawable. Defaults to
+ false. */
+ public void setSampleBuffers(boolean onOrOff) {
+ sampleBuffers = onOrOff;
+ }
+
+ /** Returns whether sample buffers for full-scene antialiasing
+ (FSAA) should be allocated for this drawable. Defaults to
+ false. */
+ public boolean getSampleBuffers() {
+ return sampleBuffers;
+ }
+
+ /** If sample buffers are enabled, indicates the number of buffers
+ to be allocated. Defaults to 2. */
+ public void setNumSamples(int numSamples) {
+ this.numSamples = numSamples;
+ }
+
+ /** Returns the number of sample buffers to be allocated if sample
+ buffers are enabled. Defaults to 2. */
+ public int getNumSamples() {
+ return numSamples;
+ }
+
+ /** For pbuffers only, indicates whether floating-point buffers
+ should be used if available. Defaults to false. */
+ public void setPbufferFloatingPointBuffers(boolean onOrOff) {
+ pbufferFloatingPointBuffers = onOrOff;
+ }
+
+ /** For pbuffers only, returns whether floating-point buffers should
+ be used if available. Defaults to false. */
+ public boolean getPbufferFloatingPointBuffers() {
+ return pbufferFloatingPointBuffers;
+ }
+
+ /** For pbuffers only, indicates whether the render-to-texture
+ extension should be used if available. Defaults to false. */
+ public void setPbufferRenderToTexture(boolean onOrOff) {
+ pbufferRenderToTexture = onOrOff;
+ }
+
+ /** For pbuffers only, returns whether the render-to-texture
+ extension should be used if available. Defaults to false. */
+ public boolean getPbufferRenderToTexture() {
+ return pbufferRenderToTexture;
+ }
+
+ /** For pbuffers only, indicates whether the
+ render-to-texture-rectangle extension should be used if
+ available. Defaults to false. */
+ public void setPbufferRenderToTextureRectangle(boolean onOrOff) {
+ pbufferRenderToTextureRectangle = onOrOff;
+ }
+
+ /** For pbuffers only, returns whether the render-to-texture
+ extension should be used. Defaults to false. */
+ public boolean getPbufferRenderToTextureRectangle() {
+ return pbufferRenderToTextureRectangle;
+ }
+
+ /** For on-screen OpenGL contexts on some platforms, sets whether
+ the background of the context should be considered opaque. On
+ supported platforms, setting this to false, in conjunction with
+ other changes at the window toolkit level, can allow
+ hardware-accelerated OpenGL content inside of windows of
+ arbitrary shape. To achieve this effect it is necessary to use
+ an OpenGL clear color with an alpha less than 1.0. The default
+ value for this flag is <code>true</code>; setting it to false
+ may incur a certain performance penalty, so it is not
+ recommended to arbitrarily set it to false. */
+ public void setBackgroundOpaque(boolean opaque) {
+ backgroundOpaque = opaque;
+ }
+
+ /** Indicates whether the background of this OpenGL context should
+ be considered opaque. Defaults to true.
+
+ @see #setBackgroundOpaque
+ */
+ public boolean isBackgroundOpaque() {
+ return backgroundOpaque;
+ }
+
+ /** Returns a textual representation of this NWCapabilities
+ object. */
+ public String toString() {
+ return ("NWCapabilities [" +
+ "DoubleBuffered: " + doubleBuffered +
+ ", Stereo: " + stereo +
+ ", HardwareAccelerated: " + hardwareAccelerated +
+ ", DepthBits: " + depthBits +
+ ", StencilBits: " + stencilBits +
+ ", Red: " + redBits +
+ ", Green: " + greenBits +
+ ", Blue: " + blueBits +
+ ", Alpha: " + alphaBits +
+ ", Red Accum: " + accumRedBits +
+ ", Green Accum: " + accumGreenBits +
+ ", Blue Accum: " + accumBlueBits +
+ ", Alpha Accum: " + accumAlphaBits +
+ ", Multisample: " + sampleBuffers +
+ (sampleBuffers ? ", Num samples: " + numSamples : "") +
+ ", Opaque: " + backgroundOpaque +
+ " ]");
+ }
+}