/*
* Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
* Copyright (c) 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:
*
* - 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 com.jogamp.opengl;
import com.jogamp.nativewindow.AbstractGraphicsConfiguration;
import com.jogamp.nativewindow.NativeSurface;
import com.jogamp.nativewindow.NativeSurfaceHolder;
/** An abstraction for an OpenGL rendering target. A GLDrawable's
primary functionality is to create OpenGL contexts which can be
used to perform rendering. A GLDrawable does not automatically
create an OpenGL context, but all implementations of {@link
GLAutoDrawable} do so upon creation. */
public interface GLDrawable extends NativeSurfaceHolder {
/**
* Creates a new context for drawing to this drawable that will
* optionally share buffer objects, textures and other server-side OpenGL
* objects with the specified GLContext.
* <p>
* The GLContext <code>share</code> need not be associated with this
* GLDrawable and may be null if sharing of display lists and other
* objects is not desired. See the note in the overview
* documentation
* <a href="../../../overview-summary.html#SHARING">context sharing</a>
* as well as {@link GLSharedContextSetter}.
* </p>
*/
public GLContext createContext(GLContext shareWith);
/**
* Indicates to GLDrawable implementations whether the
* underlying {@link NativeSurface surface} has been created and can be drawn into.
* <p>
* If realized, the {@link #getHandle() drawable handle} may become
* valid while it's {@link NativeSurface surface} is being {@link NativeSurface#lockSurface() locked}.
* </p>
* <p>
* End users do not need to call this method; it is not necessary to
* call <code>setRealized</code> on a {@link GLAutoDrawable}
* as these perform the appropriate calls on their underlying GLDrawables internally.
* </p>
* <p>
* Developers implementing new OpenGL components for various window
* toolkits need to call this method against GLDrawables obtained
* from the GLDrawableFactory via the
* {@link GLDrawableFactory#createGLDrawable(NativeSurface)} method.
* It must typically be
* called with an argument of <code>true</code> when the component
* associated with the GLDrawable is realized and with an argument
* of <code>false</code> just before the component is unrealized.
* For the AWT, this means calling <code>setRealized(true)</code> in
* the <code>addNotify</code> method and with an argument of
* <code>false</code> in the <code>removeNotify</code> method.
* </p>
* <p>
* <code>GLDrawable</code> implementations should handle multiple
* cycles of <code>setRealized(true)</code> /
* <code>setRealized(false)</code> calls. Most, if not all, Java
* window toolkits have a persistent object associated with a given
* component, regardless of whether that component is currently
* realized. The <CODE>GLDrawable</CODE> object associated with a
* particular component is intended to be similarly persistent. A
* <CODE>GLDrawable</CODE> is intended to be created for a given
* component when it is constructed and live as long as that
* component. <code>setRealized</code> allows the
* <code>GLDrawable</code> to re-initialize and destroy any
* associated resources as the component becomes realized and
* unrealized, respectively.
* </p>
* <p>
* With an argument of <code>true</code>,
* the minimum implementation shall call
* {@link NativeSurface#lockSurface() NativeSurface's lockSurface()} and if successful:
* <ul>
* <li> Update the {@link GLCapabilities}, which are associated with
* the attached {@link NativeSurface}'s {@link AbstractGraphicsConfiguration}.</li>
* <li> Release the lock with {@link NativeSurface#unlockSurface() NativeSurface's unlockSurface()}.</li>
* </ul><br>
* This is important since {@link NativeSurface#lockSurface() NativeSurface's lockSurface()}
* ensures resolving the window/surface handles, and the drawable's {@link GLCapabilities}
* might have changed.
* </p>
* <p>
* Calling this method has no other effects. For example, if
* <code>removeNotify</code> is called on a Canvas implementation
* for which a GLDrawable has been created, it is also necessary to
* destroy all OpenGL contexts associated with that GLDrawable. This
* is not done automatically by the implementation.
* </p>
* @see #isRealized()
* @see #getHandle()
* @see NativeSurface#lockSurface()
*/
public void setRealized(boolean realized);
/**
* Returns <code>true</code> if this drawable is realized, otherwise <code>true</code>.
* <p>
* A drawable can be realized and unrealized via {@link #setRealized(boolean)}.
* </p>
* @see #setRealized(boolean)
*/
public boolean isRealized();
/**
* Returns the width of this {@link GLDrawable}'s {@link #getNativeSurface() surface} client area in pixel units.
* @see NativeSurface#getSurfaceWidth()
*/
public int getSurfaceWidth();
/**
* Returns the height of this {@link GLDrawable}'s {@link #getNativeSurface() surface} client area in pixel units.
* @see NativeSurface#getSurfaceHeight()
*/
public int getSurfaceHeight();
/**
* Returns <code>true</code> if the drawable is rendered in
* OpenGL's coordinate system, <i>origin at bottom left</i>.
* Otherwise returns <code>false</code>, i.e. <i>origin at top left</i>.
* <p>
* Default impl. is <code>true</code>, i.e. OpenGL coordinate system.
* </p>
* <p>
* Currently only MS-Windows bitmap offscreen drawable uses a non OpenGL orientation and hence returns <code>false</code>.<br/>
* This removes the need of a vertical flip when used in AWT or Windows applications.
* </p>
*/
public boolean isGLOriented();
/** Swaps the front and back buffers of this drawable. For {@link
GLAutoDrawable} implementations, when automatic buffer swapping
is enabled (as is the default), this method is called
automatically and should not be called by the end user. */
public void swapBuffers() throws GLException;
/** Fetches the {@link GLCapabilitiesImmutable} corresponding to the chosen
OpenGL capabilities (pixel format / visual / GLProfile) for this drawable.
<p>
This query only returns the chosen capabilities if {@link #isRealized()}.
</p>
<p>
On some platforms, the pixel format is not directly associated
with the drawable; a best attempt is made to return a reasonable
value in this case.
</p>
<p>
This object shall be directly associated to the attached {@link NativeSurface}'s
{@link AbstractGraphicsConfiguration}, and if changes are necessary,
they should reflect those as well.
</p>
@return The immutable queried instance.
@see #getRequestedGLCapabilities()
*/
public GLCapabilitiesImmutable getChosenGLCapabilities();
/** Fetches the {@link GLCapabilitiesImmutable} corresponding to the user requested
OpenGL capabilities (pixel format / visual / GLProfile) for this drawable.
<p>
If {@link #isRealized() realized}, {@link #getChosenGLCapabilities() the chosen capabilities}
reflect the actual selected OpenGL capabilities.
</p>
@return The immutable queried instance.
@see #getChosenGLCapabilities()
@since 2.2
*/
public GLCapabilitiesImmutable getRequestedGLCapabilities();
/** Fetches the {@link GLProfile} for this drawable.
Returns the GLProfile object, no copy.
*/
public GLProfile getGLProfile();
/**
* {@inheritDoc}
* <p>
* Returns the underlying {@link NativeSurface} which {@link NativeSurface#getSurfaceHandle() native handle}
* represents this OpenGL drawable's native resource.
* </p>
*
* @see #getHandle()
*/
@Override
public NativeSurface getNativeSurface();
/**
* Returns the GL drawable handle,
* guaranteed to be valid after {@link #setRealized(boolean) realization}
* <i>and</i> while it's {@link NativeSurface surface} is being {@link NativeSurface#lockSurface() locked}.
* <p>
* It is usually identical to the underlying windowing toolkit {@link NativeSurface surface}'s
* {@link com.jogamp.nativewindow.NativeSurface#getSurfaceHandle() handle}
* or an intermediate layer to suite GL, e.g. an EGL surface.
* </p>
* <p>
* On EGL it is represented by the EGLSurface.<br>
* On X11/GLX it is represented by either the Window XID, GLXPixmap, or GLXPbuffer.<br>
* On Windows it is represented by the HDC, which may change with each {@link NativeSurface#lockSurface()}.<br>
* </p>
* @see #setRealized(boolean)
* @see NativeSurface#lockSurface()
* @see NativeSurface#unlockSurface()
*/
public long getHandle();
/** Return the {@link GLDrawableFactory} being used to create this instance. */
public GLDrawableFactory getFactory();
@Override
public String toString();
}