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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 jogamp.graph.curve.opengl;
import com.jogamp.graph.curve.Region;
import com.jogamp.graph.curve.opengl.GLRegion;
/** RegionFactory to create a Context specific Region implementation.
*
* @see GLRegion
*/
public class RegionFactory {
/**
* Create a Region using the passed render mode
*
* <p> In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit
* {@link Region#TWO_PASS_DEFAULT_TEXTURE_UNIT} is being used.</p>
*
* @param rs the RenderState to be used
* @param renderModes bit-field of modes, e.g. {@link Region#VARIABLE_CURVE_WEIGHT_BIT}, {@link Region#VBAA_RENDERING_BIT}
*/
public static GLRegion create(int renderModes) {
if( 0 != ( Region.VBAA_RENDERING_BIT & renderModes ) ){
return new VBORegion2PES2(renderModes, Region.TWO_PASS_DEFAULT_TEXTURE_UNIT);
}
else{
return new VBORegionSPES2(renderModes);
}
}
/** Create a Single Pass Region using the passed render mode
* @param renderModes bit-field of modes, e.g. {@link Region#VARIABLE_CURVE_WEIGHT_BIT},
* {@link Region#VBAA_RENDERING_BIT}
* @return
*/
public static GLRegion createSinglePass(int renderModes) {
return new VBORegionSPES2(renderModes);
}
/** Create a Two Pass (VBAA) Region using the passed render mode
* @param renderModes bit-field of modes, e.g. {@link Region#VARIABLE_CURVE_WEIGHT_BIT},
* {@link Region#VBAA_RENDERING_BIT}
* @return
*/
public static GLRegion createTwoPass(int renderModes, int textureUnit) {
return new VBORegion2PES2(renderModes, textureUnit);
}
}
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