lwjgl/src/java/org/lwjgl/opengl/GLContext.java

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/*
* Copyright (c) 2002 Lightweight Java Game Library Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
*
* * 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.
*
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* * Neither the name of 'Light Weight Java Game Library' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER 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
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
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package org.lwjgl.opengl;
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import java.lang.ref.WeakReference;
import java.lang.reflect.Field;
import java.lang.reflect.Modifier;
import java.util.HashSet;
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import java.util.Set;
import org.lwjgl.Sys;
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/**
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* $Id$
* <p/>
* Manages GL contexts. Before any rendering is done by a LWJGL system, a call should be made to
* GLContext.setContext() with a context. This will ensure that GLContext has an accurate reflection
* of the current context's capabilities and function pointers.
*
* @author elias_naur <elias_naur@users.sourceforge.net>
* @version $Revision$
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*/
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public final class GLContext {
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/** The currently initialised context */
private static WeakReference currentContext;
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/*
* Available extensions
*/
public static boolean GL_ARB_imaging;
public static boolean GL_ARB_depth_texture;
public static boolean GL_ARB_fragment_program;
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public static boolean GL_ARB_fragment_program_shadow;
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public static boolean GL_ARB_fragment_shader;
public static boolean GL_ARB_matrix_palette;
public static boolean GL_ARB_multisample;
public static boolean GL_ARB_multitexture;
public static boolean GL_ARB_occlusion_query;
public static boolean GL_ARB_point_parameters;
public static boolean GL_ARB_point_sprite;
public static boolean GL_ARB_shading_language_100;
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public static boolean GL_ARB_shader_objects;
public static boolean GL_ARB_shadow;
public static boolean GL_ARB_shadow_ambient;
public static boolean GL_ARB_texture_border_clamp;
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public static boolean GL_ARB_texture_compression;
public static boolean GL_ARB_texture_cube_map;
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public static boolean GL_ARB_texture_env_add;
public static boolean GL_ARB_texture_env_combine;
public static boolean GL_ARB_texture_env_crossbar;
public static boolean GL_ARB_texture_env_dot3;
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public static boolean GL_ARB_texture_mirrored_repeat;
public static boolean GL_ARB_texture_non_power_of_two;
public static boolean GL_ARB_transpose_matrix;
public static boolean GL_ARB_vertex_blend;
public static boolean GL_ARB_vertex_buffer_object;
public static boolean GL_ARB_vertex_program;
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public static boolean GL_ARB_vertex_shader;
public static boolean GL_ARB_window_pos;
public static boolean GL_EXT_abgr;
public static boolean GL_EXT_bgra;
public static boolean GL_EXT_blend_func_separate;
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public static boolean GL_EXT_blend_subtract;
public static boolean GL_EXT_compiled_vertex_array;
public static boolean GL_EXT_draw_range_elements;
public static boolean GL_EXT_fog_coord;
public static boolean GL_EXT_multi_draw_arrays;
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public static boolean GL_EXT_packed_pixels;
public static boolean GL_EXT_point_parameters;
public static boolean GL_EXT_rescale_normal;
public static boolean GL_EXT_secondary_color;
public static boolean GL_EXT_separate_specular_color;
public static boolean GL_EXT_shadow_funcs;
public static boolean GL_EXT_shared_texture_palette;
public static boolean GL_EXT_stencil_two_side;
public static boolean GL_EXT_stencil_wrap;
public static boolean GL_EXT_texture_compression_s3tc;
public static boolean GL_EXT_texture_env_combine;
public static boolean GL_EXT_texture_env_dot3;
public static boolean GL_EXT_texture_filter_anisotropic;
public static boolean GL_EXT_texture_lod_bias;
public static boolean GL_EXT_texture_rectangle;
public static boolean GL_EXT_vertex_shader;
public static boolean GL_EXT_vertex_weighting;
public static boolean GL_ATI_draw_buffers;
public static boolean GL_ATI_element_array;
public static boolean GL_ATI_envmap_bumpmap;
public static boolean GL_ATI_fragment_shader;
public static boolean GL_ATI_map_object_buffer;
public static boolean GL_ATI_pn_triangles;
public static boolean GL_ATI_separate_stencil;
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public static boolean GL_ATI_texture_float;
public static boolean GL_ATI_texture_mirror_once;
public static boolean GL_ATI_vertex_array_object;
public static boolean GL_ATI_vertex_streams;
public static boolean GL_ATI_vertex_attrib_array_object;
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public static boolean GL_NV_blend_square;
public static boolean GL_NV_copy_depth_to_color;
public static boolean GL_NV_depth_clamp;
public static boolean GL_NV_evaluators;
public static boolean GL_NV_fence;
public static boolean GL_NV_float_buffer;
public static boolean GL_NV_fog_distance;
public static boolean GL_NV_fragment_program;
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public static boolean GL_NV_half_float;
public static boolean GL_NV_light_max_exponent;
public static boolean GL_NV_multisample_filter_hint;
public static boolean GL_NV_occlusion_query;
public static boolean GL_NV_packed_depth_stencil;
public static boolean GL_NV_pixel_data_range;
public static boolean GL_NV_point_sprite;
public static boolean GL_NV_primitive_restart;
public static boolean GL_NV_register_combiners;
public static boolean GL_NV_register_combiners2;
public static boolean GL_NV_texgen_reflection;
public static boolean GL_NV_texture_compression_vtc;
public static boolean GL_NV_texture_env_combine4;
public static boolean GL_NV_texture_expand_normal;
public static boolean GL_NV_texture_rectangle;
public static boolean GL_NV_texture_shader;
public static boolean GL_NV_texture_shader2;
public static boolean GL_NV_texture_shader3;
public static boolean GL_NV_vertex_array_range;
public static boolean GL_NV_vertex_array_range2;
public static boolean GL_NV_vertex_program;
public static boolean GL_NV_vertex_program1_1;
public static boolean GL_NV_vertex_program2;
public static boolean OpenGL11;
public static boolean OpenGL12;
public static boolean OpenGL13;
public static boolean OpenGL14;
public static boolean OpenGL15;
static {
System.loadLibrary(Sys.getLibraryName());
}
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/**
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* Determine which extensions are available. Use this to initialize capability fields. Can only be
* called _after_ a GLWindow or Pbuffer has been created (or a context from some other GL library).
* Using LWJGL, this method is called automatically for you when the LWJGL Window is created and there
* is no need to call it yourself.
*
* @param exts A Set of OpenGL extension string names
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*/
private static void determineAvailableExtensions(Set exts) {
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// Grab all the public static booleans out of this class
Field[] fields = GLContext.class.getDeclaredFields();
for ( int i = 0; i < fields.length; i++ ) {
if ( Modifier.isStatic(fields[i].getModifiers()) && fields[i].getType() == boolean.class ) {
// reset fields
try {
fields[i].setBoolean(GLContext.class, exts.contains(fields[i].getName()));
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} catch (IllegalAccessException e) {
e.printStackTrace(System.err);
}
}
}
}
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/**
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* Makes a GL context the current context. This method does not make the context current though!
* Instead it simply ensures that the current context is reflected accurately by GLContext's
* extension caps and function pointers.
* <p>If the context is the same as last time, then this is a no-op.
* <p>If the context has not been encountered before it will be fully initialized from scratch.
* Otherwise a cached set of caps and function pointers will be used.
* <p>The reference to the context is held in a weak reference; therefore if no strong reference
* exists to the GL context it will automatically be forgotten by the VM at an indeterminate point
* in the future, freeing up a little RAM.
* @param context The context object, which uniquely identifies a GL context
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*/
public static synchronized void useContext(Object context) {
if (context == null) {
throw new NullPointerException("Can't use a null context");
}
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// Is this the same as last time?
Object current = currentContext == null ? null : currentContext.get();
if (current == context) {
// Yes, so we don't need to do anything. Our caps and function pointers are still valid.
return;
}
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// Ok, now it's the current context.
currentContext = new WeakReference(context);
HashSet exts = new HashSet();
init(exts);
determineAvailableExtensions(exts);
VBOTracker.setCurrent(currentContext);
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}
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/**
* Native method to initialize a context
* @param exts An empty Set of Strings that will be filled with the names of enabled extensions
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*/
private static native void init(Set exts);
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}