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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 javax.media.opengl;
+
+import javax.media.nativewindow.NativeWindowException;
+
+import com.jogamp.opengl.FBObject;
+import com.jogamp.opengl.FBObject.TextureAttachment;
+
+/**
+ * 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.
+ * </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 FBObject.TextureAttachment texture attachment}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 FBObject.TextureAttachment texture}s or {@link FBObject framebuffer}
+ * is performed either in the {@link #contextMadeCurrent(boolean) context current hook}
+ * or when {@link #swapBuffersImpl(boolean) swapping buffers}, whatever comes first.<br/>
+ * </p>
+ */
+public interface GLFBODrawable extends GLDrawable {
+ // public enum DoubleBufferMode { NONE, TEXTURE, FBO }; // TODO: Add or remove TEXTURE (only) DoubleBufferMode support
+
+ /**
+ * @return <code>true</code> if initialized, i.e. a {@link GLContext} is bound and made current once, otherwise <code>false</code>.
+ */
+ public boolean isInitialized();
+
+ /**
+ * 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(GL gl) throws GLException;
+
+ /**
+ * @return the used texture unit
+ */
+ int getTextureUnit();
+
+ /**
+ *
+ * @param unit the texture unit to be used
+ */
+ void setTextureUnit(int unit);
+
+ /**
+ * Set a new sample size
+ * @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(GL gl, int newSamples) throws GLException;
+
+ /**
+ * @return the number of sample buffers if using MSAA, otherwise 0
+ */
+ int getNumSamples();
+
+ /**
+ * @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(int bufferName) throws IllegalArgumentException;
+
+ /**
+ * Returns the named texture buffer.
+ * <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>
+ * @param bufferName {@link GL#GL_FRONT} and {@link GL#GL_BACK} are valid buffer names
+ * @return the named {@link TextureAttachment}
+ * @throws IllegalArgumentException if using MSAA and {@link GL#GL_BACK} is requested or an illegal buffer name is being used
+ */
+ FBObject.TextureAttachment getTextureBuffer(int bufferName) throws IllegalArgumentException;
+
+ /** Resizeable {@link GLFBODrawable} specialization */
+ public interface Resizeable extends GLFBODrawable {
+ /**
+ * Resize this drawable.
+ * <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
+ * @param newHeight
+ * @throws NativeWindowException in case the surface could no be locked
+ * @throws GLException in case an error during the resize operation occurred
+ */
+ void setSize(GLContext context, int newWidth, int newHeight) throws NativeWindowException, GLException;
+ }
+}