1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
|
/*
* 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
* MICROSYSTEMS, 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() {
try {
return super.clone();
} catch (CloneNotSupportedException e) {
throw new GLException(e);
}
}
/** 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 +
" ]");
}
}
|