/* * 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 * MIDROSYSTEMS, 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 net.java.games.jogl; import java.awt.Canvas; import java.awt.EventQueue; import java.awt.Graphics; import java.awt.GraphicsConfiguration; import net.java.games.jogl.impl.*; // FIXME: Subclasses need to call resetGLFunctionAvailability() on their // context whenever the displayChanged() function is called on our // GLEventListeners /** A heavyweight AWT component which provides OpenGL rendering support. This is the primary implementation of {@link GLDrawable}; {@link GLJPanel} is provided for compatibility with Swing user interfaces when adding a heavyweight doesn't work either because of Z-ordering or LayoutManager problems. This class can not be instantiated directly; use {@link GLDrawableFactory} to construct them. */ public final class GLCanvas extends Canvas implements GLDrawable { private GLDrawableHelper drawableHelper = new GLDrawableHelper(); private GLContext context; GLCanvas(GraphicsConfiguration config, GLCapabilities capabilities, GLCapabilitiesChooser chooser, GLDrawable shareWith) { super(config); context = GLContextFactory.getFactory().createGLContext(this, capabilities, chooser, GLContextHelper.getContext(shareWith)); } public void display() { withSingleThreadedWorkaroundDo(displayOnEventDispatchThreadAction, displayAction, false); } /** Overridden from Canvas; calls {@link #display}. Should not be invoked by applications directly. */ public void paint(Graphics g) { if (!context.getNoAutoRedrawMode()) { display(); } } /** Overridden from Canvas; used to indicate when it's safe to create an OpenGL context for the component. */ public void addNotify() { super.addNotify(); context.setRealized(); } /** Overridden from Canvas; used to indicate that it's no longer safe to have an OpenGL context for the component. */ public void removeNotify() { context.destroy(); super.removeNotify(); } /** Overridden from Canvas; causes {@link GLDrawableHelper#reshape} to be called on all registered {@link GLEventListener}s. Called automatically by the AWT; should not be invoked by applications directly. */ public void reshape(int x, int y, int width, int height) { super.reshape(x, y, width, height); // Note: we ignore the given x and y within the parent component // since we are drawing directly into this heavyweight component. final int fx = 0; final int fy = 0; final int fwidth = width; final int fheight = height; final Runnable reshapeRunnable = new Runnable() { public void run() { getGL().glViewport(fx, fy, fwidth, fheight); drawableHelper.reshape(GLCanvas.this, fx, fy, fwidth, fheight); } }; final Runnable reshapeOnEDTRunnable = new Runnable() { public void run() { context.invokeGL(reshapeRunnable, true, initAction); } }; withSingleThreadedWorkaroundDo(reshapeOnEDTRunnable, reshapeRunnable, true); } /** Overridden from Canvas to prevent Java2D's clearing of the canvas from interfering with the OpenGL rendering. */ public void update(Graphics g) { paint(g); } public void addGLEventListener(GLEventListener listener) { drawableHelper.addGLEventListener(listener); } public void removeGLEventListener(GLEventListener listener) { drawableHelper.removeGLEventListener(listener); } public GL getGL() { return context.getGL(); } public void setGL(GL gl) { context.setGL(gl); } public GLU getGLU() { return context.getGLU(); } public void setGLU(GLU glu) { context.setGLU(glu); } void willSetRenderingThread() { context.willSetRenderingThread(); } public void setRenderingThread(Thread currentThreadOrNull) throws GLException { context.setRenderingThread(currentThreadOrNull, initAction); } public Thread getRenderingThread() { return context.getRenderingThread(); } public void setNoAutoRedrawMode(boolean noAutoRedraw) { context.setNoAutoRedrawMode(noAutoRedraw); } public boolean getNoAutoRedrawMode() { return context.getNoAutoRedrawMode(); } public void setAutoSwapBufferMode(boolean onOrOff) { context.setAutoSwapBufferMode(onOrOff); } public boolean getAutoSwapBufferMode() { return context.getAutoSwapBufferMode(); } public void swapBuffers() { withSingleThreadedWorkaroundDo(swapBuffersOnEventDispatchThreadAction, swapBuffersAction, false); } public boolean canCreateOffscreenDrawable() { return context.canCreatePbufferContext(); } public GLPbuffer createOffscreenDrawable(GLCapabilities capabilities, int initialWidth, int initialHeight) { return new GLPbufferImpl(context.createPbufferContext(capabilities, initialWidth, initialHeight)); } GLContext getContext() { return context; } //---------------------------------------------------------------------- // Internals only below this point // private void withSingleThreadedWorkaroundDo(Runnable eventDispatchThreadAction, Runnable invokeGLAction, boolean isReshape) { if (SingleThreadedWorkaround.doWorkaround() && !EventQueue.isDispatchThread()) { try { // Reshape events must not block on the event queue due to the // possibility of deadlocks during initial component creation. // This solution is not optimal, because it changes the // semantics of reshape() to have some of the processing being // done asynchronously, but at least it preserves the // semantics of the single-threaded workaround. if (!isReshape) { EventQueue.invokeAndWait(eventDispatchThreadAction); } else { EventQueue.invokeLater(eventDispatchThreadAction); } } catch (Exception e) { throw new GLException(e); } } else { context.invokeGL(invokeGLAction, isReshape, initAction); } } class InitAction implements Runnable { public void run() { drawableHelper.init(GLCanvas.this); } } private InitAction initAction = new InitAction(); class DisplayAction implements Runnable { public void run() { drawableHelper.display(GLCanvas.this); } } private DisplayAction displayAction = new DisplayAction(); class SwapBuffersAction implements Runnable { public void run() { context.swapBuffers(); } } private SwapBuffersAction swapBuffersAction = new SwapBuffersAction(); // Workaround for ATI driver bugs related to multithreading issues // like simultaneous rendering via Animators to canvases that are // being resized on the AWT event dispatch thread class DisplayOnEventDispatchThreadAction implements Runnable { public void run() { context.invokeGL(displayAction, false, initAction); } } private DisplayOnEventDispatchThreadAction displayOnEventDispatchThreadAction = new DisplayOnEventDispatchThreadAction(); class SwapBuffersOnEventDispatchThreadAction implements Runnable { public void run() { context.invokeGL(swapBuffersAction, false, initAction); } } private SwapBuffersOnEventDispatchThreadAction swapBuffersOnEventDispatchThreadAction = new SwapBuffersOnEventDispatchThreadAction(); }