/* * 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; /** 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 GLCapabilities 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; // Bits for pbuffer creation private boolean offscreenFloatingPointBuffers; private boolean offscreenRenderToTexture; private boolean offscreenRenderToTextureRectangle; /** Creates a GLCapabilities object. All attributes are in a default state. */ public GLCapabilities() {} public Object clone() throws CloneNotSupportedException { return super.clone(); } /** 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 offscreen surfaces only (pbuffers), indicates whether floating-point buffers should be used if available. Defaults to false. */ public void setOffscreenFloatingPointBuffers(boolean onOrOff) { offscreenFloatingPointBuffers = onOrOff; } /** For offscreen surfaces only (pbuffers), returns whether floating-point buffers should be used if available. Defaults to false. */ public boolean getOffscreenFloatingPointBuffers() { return offscreenFloatingPointBuffers; } /** For offscreen surfaces only (pbuffers), indicates whether the render-to-texture extension should be used if available. Defaults to false. */ public void setOffscreenRenderToTexture(boolean onOrOff) { offscreenRenderToTexture = onOrOff; } /** For offscreen surfaces only (pbuffers), returns whether the render-to-texture extension should be used if available. Defaults to false. */ public boolean getOffscreenRenderToTexture() { return offscreenRenderToTexture; } /** For offscreen surfaces only (pbuffers), indicates whether the render-to-texture-rectangle extension should be used if available. Defaults to false. */ public void setOffscreenRenderToTextureRectangle(boolean onOrOff) { offscreenRenderToTextureRectangle = onOrOff; } /** For offscreen surfaces only (pbuffers), returns whether the render-to-texture extension should be used. Defaults to false. */ public boolean getOffscreenRenderToTextureRectangle() { return offscreenRenderToTextureRectangle; } /** Returns a textual representation of this GLCapabilities object. */ public String toString() { return ("GLCapabilities [" + "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 + " ]"); } }