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/**
* 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);
}
}
}
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