/** * Copyright 2010 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.graph.curve; import javax.media.opengl.GLContext; import javax.media.opengl.GLException; import com.jogamp.opengl.util.glsl.ShaderState; import jogamp.graph.curve.opengl.VBORegionSPES2; import jogamp.graph.curve.opengl.VBORegion2PES2; /** RegionFactory to create a Context specific Region implementation. * * @see Region */ public class RegionFactory { /**Create a Region based on the GLContext attached * @param context the current {@link GLContext} * @param st the {@link ShaderState} object * @param type can be one of Region.SINGLE_PASS or Region.TWO_PASS * @return region */ public static Region create(GLContext context, ShaderState st, int type){ if( !context.isGL2ES2() ) { throw new GLException("At least a GL2ES2 GL context is required. Given: " + context); } if( Region.TWO_PASS == type ){ return new VBORegion2PES2(context, st); } else{ return new VBORegionSPES2(context); } } }