/* * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. * Copyright (c) 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: * * - 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.opengl; import javax.media.nativewindow.AbstractGraphicsConfiguration; import javax.media.nativewindow.NativeSurface; /** An abstraction for an OpenGL rendering target. A GLDrawable's primary functionality is to create OpenGL contexts which can be used to perform rendering. A GLDrawable does not automatically create an OpenGL context, but all implementations of {@link GLAutoDrawable} do so upon creation. */ public interface GLDrawable { /** * Creates a new context for drawing to this drawable that will * optionally share display lists and other server-side OpenGL * objects with the specified GLContext. <P> * * The GLContext <code>share</code> need not be associated with this * GLDrawable and may be null if sharing of display lists and other * objects is not desired. See the note in the overview * documentation on * <a href="../../../overview-summary.html#SHARING">context sharing</a>. */ public GLContext createContext(GLContext shareWith); /** * Indicates to GLDrawable implementations whether the * underlying {@link NativeSurface surface} has been created and can be drawn into. * <p> * If realized, the {@link #getHandle() drawable handle} may become * valid while it's {@link NativeSurface surface} is being {@link NativeSurface#lockSurface() locked}. * </p> * <p> * End users do not need to call this method; it is not necessary to * call <code>setRealized</code> on a {@link GLAutoDrawable} * as these perform the appropriate calls on their underlying GLDrawables internally. * </p> * <p> * Developers implementing new OpenGL components for various window * toolkits need to call this method against GLDrawables obtained * from the GLDrawableFactory via the * {@link GLDrawableFactory#createGLDrawable(NativeSurface)} method. * It must typically be * called with an argument of <code>true</code> when the component * associated with the GLDrawable is realized and with an argument * of <code>false</code> just before the component is unrealized. * For the AWT, this means calling <code>setRealized(true)</code> in * the <code>addNotify</code> method and with an argument of * <code>false</code> in the <code>removeNotify</code> method. * </p> * <p> * <code>GLDrawable</code> implementations should handle multiple * cycles of <code>setRealized(true)</code> / * <code>setRealized(false)</code> calls. Most, if not all, Java * window toolkits have a persistent object associated with a given * component, regardless of whether that component is currently * realized. The <CODE>GLDrawable</CODE> object associated with a * particular component is intended to be similarly persistent. A * <CODE>GLDrawable</CODE> is intended to be created for a given * component when it is constructed and live as long as that * component. <code>setRealized</code> allows the * <code>GLDrawable</code> to re-initialize and destroy any * associated resources as the component becomes realized and * unrealized, respectively. * </p> * <p> * With an argument of <code>true</code>, * the minimum implementation shall call * {@link NativeSurface#lockSurface() NativeSurface's lockSurface()} and if successful: * <ul> * <li> Update the {@link GLCapabilities}, which are associated with * the attached {@link NativeSurface}'s {@link AbstractGraphicsConfiguration}.</li> * <li> Release the lock with {@link NativeSurface#unlockSurface() NativeSurface's unlockSurface()}.</li> * </ul><br> * This is important since {@link NativeSurface#lockSurface() NativeSurface's lockSurface()} * ensures resolving the window/surface handles, and the drawable's {@link GLCapabilities} * might have changed. * </p> * <p> * Calling this method has no other effects. For example, if * <code>removeNotify</code> is called on a Canvas implementation * for which a GLDrawable has been created, it is also necessary to * destroy all OpenGL contexts associated with that GLDrawable. This * is not done automatically by the implementation. * </p> * @see #isRealized() * @see #getHandle() * @see NativeSurface#lockSurface() */ public void setRealized(boolean realized); /** * Returns <code>true</code> if this drawable is realized, otherwise <code>true</code>. * <p> * A drawable can be realized and unrealized via {@link #setRealized(boolean)}. * </p> * @see #setRealized(boolean) */ public boolean isRealized(); /** Returns the current width of this GLDrawable. */ public int getWidth(); /** Returns the current height of this GLDrawable. */ public int getHeight(); /** * Returns <code>true</code> if the drawable is rendered in * OpenGL's coordinate system, <i>origin at bottom left</i>. * Otherwise returns <code>false</code>, i.e. <i>origin at top left</i>. * <p> * Default impl. is <code>true</code>, i.e. OpenGL coordinate system. * </p> * <p> * Currently only MS-Windows bitmap offscreen drawable uses a non OpenGL orientation and hence returns <code>false</code>.<br/> * This removes the need of a vertical flip when used in AWT or Windows applications. * </p> */ public boolean isGLOriented(); /** Swaps the front and back buffers of this drawable. For {@link GLAutoDrawable} implementations, when automatic buffer swapping is enabled (as is the default), this method is called automatically and should not be called by the end user. */ public void swapBuffers() throws GLException; /** Fetches the {@link GLCapabilitiesImmutable} corresponding to the chosen OpenGL capabilities (pixel format / visual / GLProfile) for this drawable.<br> On some platforms, the pixel format is not directly associated with the drawable; a best attempt is made to return a reasonable value in this case. <br> This object shall be directly associated to the attached {@link NativeSurface}'s {@link AbstractGraphicsConfiguration}, and if changes are necessary, they should reflect those as well. @return The immutable queried instance. */ public GLCapabilitiesImmutable getChosenGLCapabilities(); /** Fetches the {@link GLProfile} for this drawable. Returns the GLProfile object, no copy. */ public GLProfile getGLProfile(); /** * Returns the underlying native surface which surface handle * represents this OpenGL drawable's native resource. * * @see #getHandle() */ public NativeSurface getNativeSurface(); /** * Returns the GL drawable handle, * guaranteed to be valid after {@link #setRealized(boolean) realization} * <i>and</i> while it's {@link NativeSurface surface} is being {@link NativeSurface#lockSurface() locked}. * <p> * It is usually identical to the underlying windowing toolkit {@link NativeSurface surface}'s * {@link javax.media.nativewindow.NativeSurface#getSurfaceHandle() handle} * or an intermediate layer to suite GL, e.g. an EGL surface. * </p> * <p> * On EGL it is represented by the EGLSurface.<br> * On X11/GLX it is represented by either the Window XID, GLXPixmap, or GLXPbuffer.<br> * On Windows it is represented by the HDC, which may change with each {@link #lockSurface()}.<br> * </p> * @see #setRealized(boolean) * @see NativeSurface#lockSurface() * @see NativeSurface#unlockSurface() */ public long getHandle(); /** Return the {@link GLDrawableFactory} being used to create this instance. */ public GLDrawableFactory getFactory(); @Override public String toString(); }