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-/**
- * Copyright 2012 JogAmp Community. All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without modification, are
- * permitted provided that the following conditions are met:
- *
- * 1. Redistributions of source code must retain the above copyright notice, this list of
- * conditions and the following disclaimer.
- *
- * 2. 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.
- *
- * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``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 JogAmp Community 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.
- *
- * The views and conclusions contained in the software and documentation are those of the
- * authors and should not be interpreted as representing official policies, either expressed
- * or implied, of JogAmp Community.
- */
-
-package com.jogamp.opengl;
-
-import com.jogamp.nativewindow.NativeWindowException;
-
-import com.jogamp.opengl.FBObject;
-import com.jogamp.opengl.FBObject.Colorbuffer;
-import com.jogamp.opengl.FBObject.ColorAttachment;
-import com.jogamp.opengl.FBObject.TextureAttachment;
-import com.jogamp.opengl.GLRendererQuirks;
-
-/**
- * Platform-independent {@link GLDrawable} specialization,
- * exposing {@link FBObject} functionality.
- *
- * <p>
- * A {@link GLFBODrawable} is uninitialized until a {@link GLContext} is bound
- * and made current the first time, hence only then it's capabilities <i>fully</i> reflect expectations,
- * i.e. color, depth, stencil and MSAA bits will be <i>valid</i> only after the first {@link GLContext#makeCurrent() makeCurrent()} call.
- * On-/offscreen bits are <i>valid</i> after {@link #setRealized(boolean) setRealized(true)}.
- * </p>
- *
- * <p>
- * MSAA is used if {@link GLCapabilitiesImmutable#getNumSamples() requested}.
- * </p>
- * <p>
- * Double buffering is used if {@link GLCapabilitiesImmutable#getDoubleBuffered() requested}.
- * </p>
- * <p>
- * In MSAA mode, it always uses the implicit 2nd {@link FBObject framebuffer} {@link FBObject#getSamplingSinkFBO() sink}.
- * Hence double buffering is always the case w/ MSAA.
- * </p>
- * <p>
- * In non MSAA a second explicit {@link FBObject framebuffer} is being used.
- * This method allows compliance w/ the spec, i.e. read and draw framebuffer selection
- * and double buffer usage for e.g. {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) glReadPixels(..)}.
- * This method also allows usage of both textures seperately.
- * </p>
- * <p>
- * It would be possible to implement double buffering simply using
- * {@link Colorbuffer}s with one {@link FBObject framebuffer}.
- * This would require mode selection and hence complicate the API. Besides, it would
- * not support differentiation of read and write framebuffer and hence not be spec compliant.
- * </p>
- * <p>
- * Actual swapping of the {@link Colorbuffer}s and/or {@link FBObject framebuffer}
- * is performed either in the {@link jogamp.opengl.GLContextImpl#contextMadeCurrent(boolean) context current hook}
- * or when {@link jogamp.opengl.GLDrawableImpl#swapBuffersImpl(boolean) swapping buffers}, whatever comes first.
- * </p>
- */
-public interface GLFBODrawable extends GLDrawable {
- // public enum DoubleBufferMode { NONE, TEXTURE, FBO }; // TODO: Add or remove TEXTURE (only) DoubleBufferMode support
-
- /** FBO Mode Bit: Use a {@link TextureAttachment} for the {@link #getColorbuffer(int) render colorbuffer}, see {@link #setFBOMode(int)}. */
- public static final int FBOMODE_USE_TEXTURE = 1 << 0;
-
- /**
- * @return <code>true</code> if initialized, i.e. a {@link GLContext} is bound and made current once, otherwise <code>false</code>.
- */
- public boolean isInitialized();
-
- /**
- * Set the FBO mode bits used for FBO creation.
- * <p>
- * Default value is: {@link #FBOMODE_USE_TEXTURE}.
- * </p>
- * <p>
- * If {@link GLRendererQuirks#BuggyColorRenderbuffer} is set,
- * {@link #FBOMODE_USE_TEXTURE} is always added at initialization.
- * </p>
- *
- * @param modeBits custom FBO mode bits like {@link #FBOMODE_USE_TEXTURE}.
- * @throws IllegalStateException if already initialized, see {@link #isInitialized()}.
- */
- void setFBOMode(final int modeBits) throws IllegalStateException;
-
- /**
- * @return the used FBO mode bits, mutable via {@link #setFBOMode(int)}
- */
- int getFBOMode();
-
- /**
- * Notify this instance about upstream size change
- * to reconfigure the {@link FBObject}.
- * @param gl GL context object bound to this drawable, will be made current during operation.
- * A prev. current context will be make current after operation.
- * @throws GLException if resize operation failed
- */
- void resetSize(final GL gl) throws GLException;
-
- /**
- * @return the used texture unit
- */
- int getTextureUnit();
-
- /**
- *
- * @param unit the texture unit to be used
- */
- void setTextureUnit(final int unit);
-
- /**
- * Set the number of sample buffers if using MSAA
- *
- * @param gl GL context object bound to this drawable, will be made current during operation.
- * A prev. current context will be make current after operation.
- * @param newSamples new sample size
- * @throws GLException if resetting the FBO failed
- */
- void setNumSamples(final GL gl, final int newSamples) throws GLException;
-
- /**
- * @return the number of sample buffers if using MSAA, otherwise 0
- */
- int getNumSamples();
-
- /**
- * Sets the number of buffers (FBO) being used if using {@link GLCapabilities#getDoubleBuffered() double buffering}.
- * <p>
- * If {@link GLCapabilities#getDoubleBuffered() double buffering} is not chosen, this is a NOP.
- * </p>
- * <p>
- * Must be called before {@link #isInitialized() initialization}, otherwise an exception is thrown.
- * </p>
- * @return the new number of buffers (FBO) used, maybe different than the requested <code>bufferCount</code> (see above)
- * @throws IllegalStateException if already initialized, see {@link #isInitialized()}.
- */
- int setNumBuffers(final int bufferCount) throws IllegalStateException, GLException;
-
- /**
- * @return the number of buffers (FBO) being used. 1 if not using {@link GLCapabilities#getDoubleBuffered() double buffering},
- * otherwise &ge; 2, depending on {@link #setNumBuffers(int)}.
- */
- int getNumBuffers();
-
- /**
- * @return the used {@link DoubleBufferMode}
- */
- // DoubleBufferMode getDoubleBufferMode(); // TODO: Add or remove TEXTURE (only) DoubleBufferMode support
-
- /**
- * Sets the {@link DoubleBufferMode}. Must be called before {@link #isInitialized() initialization},
- * otherwise an exception is thrown.
- * <p>
- * This call has no effect is MSAA is selected, since MSAA always forces the mode to {@link DoubleBufferMode#FBO FBO}.
- * Also setting the mode to {@link DoubleBufferMode#NONE NONE} where double buffering is {@link GLCapabilitiesImmutable#getDoubleBuffered() requested}
- * or setting a double buffering mode w/o {@link GLCapabilitiesImmutable#getDoubleBuffered() request} will be ignored.
- * </p>
- * <p>
- * Since {@link DoubleBufferMode#TEXTURE TEXTURE} mode is currently not implemented, this method has no effect.
- * </p>
- * @throws GLException if already initialized, see {@link #isInitialized()}.
- */
- // void setDoubleBufferMode(DoubleBufferMode mode) throws GLException; // TODO: Add or remove TEXTURE (only) DoubleBufferMode support
-
- /**
- * If MSAA is being used and {@link GL#GL_FRONT} is requested,
- * the internal {@link FBObject} {@link FBObject#getSamplingSinkFBO() sample sink} is being returned.
- *
- * @param bufferName {@link GL#GL_FRONT} and {@link GL#GL_BACK} are valid buffer names
- * @return the named {@link FBObject}
- * @throws IllegalArgumentException if an illegal buffer name is being used
- */
- FBObject getFBObject(final int bufferName) throws IllegalArgumentException;
-
- /**
- * Returns the named {@link Colorbuffer} instance.
- * <p>
- * If MSAA is being used, only the {@link GL#GL_FRONT} buffer is accessible
- * and an exception is being thrown if {@link GL#GL_BACK} is being requested.
- * </p>
- * <p>
- * Depending on the {@link #setFBOMode(int) fbo mode} the resulting {@link Colorbuffer}
- * is either a {@link TextureAttachment} if {@link #FBOMODE_USE_TEXTURE} is set,
- * otherwise a {@link ColorAttachment}.
- * See {@link Colorbuffer#isTextureAttachment()}.
- * </p>
- * @param bufferName {@link GL#GL_FRONT} and {@link GL#GL_BACK} are valid buffer names
- * @return the named {@link Colorbuffer}
- * @throws IllegalArgumentException if using MSAA and {@link GL#GL_BACK} is requested or an illegal buffer name is being used
- */
- Colorbuffer getColorbuffer(final int bufferName) throws IllegalArgumentException;
-
- /** Resizeable {@link GLFBODrawable} specialization */
- public interface Resizeable extends GLFBODrawable {
- /**
- * Resize this {@link GLFBODrawable}'s surface.
- * <p>
- * This drawable is being locked during operation.
- * </p>
- * @param context the {@link GLContext} bound to this drawable, will be made current during operation
- * A prev. current context will be make current after operation.
- * @param newWidth new width in pixel units
- * @param newHeight new width in pixel units
- * @throws NativeWindowException in case the surface could no be locked
- * @throws GLException in case an error during the resize operation occurred
- */
- void setSurfaceSize(GLContext context, int newWidth, int newHeight) throws NativeWindowException, GLException;
- }
-}