/** * 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. * *
* A {@link GLFBODrawable} is uninitialized until a {@link GLContext} is bound * and made current the first time, hence only then it's capabilities fully reflect expectations, * i.e. color, depth, stencil and MSAA bits will be valid only after the first {@link GLContext#makeCurrent() makeCurrent()} call. * On-/offscreen bits are valid after {@link #setRealized(boolean) setRealized(true)}. *
* ** MSAA is used if {@link GLCapabilitiesImmutable#getNumSamples() requested}. *
** Double buffering is used if {@link GLCapabilitiesImmutable#getDoubleBuffered() requested}. *
** 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. *
** 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. *
** It would be possible to implement double buffering simply using * {@link TextureAttachment}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. *
** Actual swapping of the {@link TextureAttachment texture}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. *
*/ public interface GLFBODrawable extends GLDrawable { // public enum DoubleBufferMode { NONE, TEXTURE, FBO }; // TODO: Add or remove TEXTURE (only) DoubleBufferMode support /** * @returntrue
if initialized, i.e. a {@link GLContext} is bound and made current once, otherwise false
.
*/
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 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(GL gl, 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}.
* * If {@link GLCapabilities#getDoubleBuffered() double buffering} is not chosen, this is a NOP. *
** Must be called before {@link #isInitialized() initialization}, otherwise an exception is thrown. *
* @return the new number of buffers (FBO) used, maybe different than the requestedbufferCount
(see above)
* @throws GLException if already initialized, see {@link #isInitialized()}.
*/
int setNumBuffers(int bufferCount) throws GLException;
/**
* @return the number of buffers (FBO) being used. 1 if not using {@link GLCapabilities#getDoubleBuffered() double buffering},
* otherwise ≥ 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.
* * 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. *
** Since {@link DoubleBufferMode#TEXTURE TEXTURE} mode is currently not implemented, this method has no effect. *
* @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. ** 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. *
* @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. ** This drawable is being locked during operation. *
* @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; } }