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Diffstat (limited to 'src/nativewindow/classes/javax/media/nwi/NWCapabilities.java')
-rw-r--r-- | src/nativewindow/classes/javax/media/nwi/NWCapabilities.java | 368 |
1 files changed, 368 insertions, 0 deletions
diff --git a/src/nativewindow/classes/javax/media/nwi/NWCapabilities.java b/src/nativewindow/classes/javax/media/nwi/NWCapabilities.java new file mode 100644 index 000000000..cc3ebb77c --- /dev/null +++ b/src/nativewindow/classes/javax/media/nwi/NWCapabilities.java @@ -0,0 +1,368 @@ +/* + * 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 + + " ]"); + } +} |