/** * Copyright 2012 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.opengl; import com.jogamp.nativewindow.NativeWindowException; import com.jogamp.opengl.FBObject; import com.jogamp.opengl.FBObject.Colorbuffer; import com.jogamp.opengl.FBObject.ColorAttachment; import com.jogamp.opengl.FBObject.TextureAttachment; import com.jogamp.opengl.GLRendererQuirks; /** * Platform-independent {@link GLDrawable} specialization, * exposing {@link FBObject} functionality. * * <p> * A {@link GLFBODrawable} is uninitialized until a {@link GLContext} is bound * and made current the first time, hence only then it's capabilities <i>fully</i> reflect expectations, * i.e. color, depth, stencil and MSAA bits will be <i>valid</i> only after the first {@link GLContext#makeCurrent() makeCurrent()} call. * On-/offscreen bits are <i>valid</i> after {@link #setRealized(boolean) setRealized(true)}. * </p> * * <p> * MSAA is used if {@link GLCapabilitiesImmutable#getNumSamples() requested}. * </p> * <p> * Double buffering is used if {@link GLCapabilitiesImmutable#getDoubleBuffered() requested}. * </p> * <p> * In MSAA mode, it always uses the implicit 2nd {@link FBObject framebuffer} {@link FBObject#getSamplingSinkFBO() sink}. * Hence double buffering is always the case w/ MSAA. * </p> * <p> * In non MSAA a second explicit {@link FBObject framebuffer} is being used. * This method allows compliance w/ the spec, i.e. read and draw framebuffer selection * and double buffer usage for e.g. {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) glReadPixels(..)}. * This method also allows usage of both textures seperately. * </p> * <p> * It would be possible to implement double buffering simply using * {@link Colorbuffer}s with one {@link FBObject framebuffer}. * This would require mode selection and hence complicate the API. Besides, it would * not support differentiation of read and write framebuffer and hence not be spec compliant. * </p> * <p> * Actual swapping of the {@link Colorbuffer}s and/or {@link FBObject framebuffer} * is performed either in the {@link jogamp.opengl.GLContextImpl#contextMadeCurrent(boolean) context current hook} * or when {@link jogamp.opengl.GLDrawableImpl#swapBuffersImpl(boolean) swapping buffers}, whatever comes first. * </p> */ public interface GLFBODrawable extends GLDrawable { // public enum DoubleBufferMode { NONE, TEXTURE, FBO }; // TODO: Add or remove TEXTURE (only) DoubleBufferMode support /** FBO Mode Bit: Use a {@link TextureAttachment} for the {@link #getColorbuffer(int) render colorbuffer}, see {@link #setFBOMode(int)}. */ public static final int FBOMODE_USE_TEXTURE = 1 << 0; /** * @return <code>true</code> if initialized, i.e. a {@link GLContext} is bound and made current once, otherwise <code>false</code>. */ public boolean isInitialized(); /** * Set the FBO mode bits used for FBO creation. * <p> * Default value is: {@link #FBOMODE_USE_TEXTURE}. * </p> * <p> * If {@link GLRendererQuirks#BuggyColorRenderbuffer} is set, * {@link #FBOMODE_USE_TEXTURE} is always added at initialization. * </p> * * @param modeBits custom FBO mode bits like {@link #FBOMODE_USE_TEXTURE}. * @throws IllegalStateException if already initialized, see {@link #isInitialized()}. */ void setFBOMode(final int modeBits) throws IllegalStateException; /** * @return the used FBO mode bits, mutable via {@link #setFBOMode(int)} */ int getFBOMode(); /** * Notify this instance about upstream size change * to reconfigure the {@link FBObject}. * @param gl GL context object bound to this drawable, will be made current during operation. * A prev. current context will be make current after operation. * @throws GLException if resize operation failed */ void resetSize(final GL gl) throws GLException; /** * @return the used texture unit */ int getTextureUnit(); /** * * @param unit the texture unit to be used */ void setTextureUnit(final int unit); /** * Set the number of sample buffers if using MSAA * * @param gl GL context object bound to this drawable, will be made current during operation. * A prev. current context will be make current after operation. * @param newSamples new sample size * @throws GLException if resetting the FBO failed */ void setNumSamples(final GL gl, final int newSamples) throws GLException; /** * @return the number of sample buffers if using MSAA, otherwise 0 */ int getNumSamples(); /** * Sets the number of buffers (FBO) being used if using {@link GLCapabilities#getDoubleBuffered() double buffering}. * <p> * If {@link GLCapabilities#getDoubleBuffered() double buffering} is not chosen, this is a NOP. * </p> * <p> * Must be called before {@link #isInitialized() initialization}, otherwise an exception is thrown. * </p> * @return the new number of buffers (FBO) used, maybe different than the requested <code>bufferCount</code> (see above) * @throws IllegalStateException if already initialized, see {@link #isInitialized()}. */ int setNumBuffers(final int bufferCount) throws IllegalStateException, GLException; /** * @return the number of buffers (FBO) being used. 1 if not using {@link GLCapabilities#getDoubleBuffered() double buffering}, * otherwise ≥ 2, depending on {@link #setNumBuffers(int)}. */ int getNumBuffers(); /** * @return the used {@link DoubleBufferMode} */ // DoubleBufferMode getDoubleBufferMode(); // TODO: Add or remove TEXTURE (only) DoubleBufferMode support /** * Sets the {@link DoubleBufferMode}. Must be called before {@link #isInitialized() initialization}, * otherwise an exception is thrown. * <p> * This call has no effect is MSAA is selected, since MSAA always forces the mode to {@link DoubleBufferMode#FBO FBO}. * Also setting the mode to {@link DoubleBufferMode#NONE NONE} where double buffering is {@link GLCapabilitiesImmutable#getDoubleBuffered() requested} * or setting a double buffering mode w/o {@link GLCapabilitiesImmutable#getDoubleBuffered() request} will be ignored. * </p> * <p> * Since {@link DoubleBufferMode#TEXTURE TEXTURE} mode is currently not implemented, this method has no effect. * </p> * @throws GLException if already initialized, see {@link #isInitialized()}. */ // void setDoubleBufferMode(DoubleBufferMode mode) throws GLException; // TODO: Add or remove TEXTURE (only) DoubleBufferMode support /** * If MSAA is being used and {@link GL#GL_FRONT} is requested, * the internal {@link FBObject} {@link FBObject#getSamplingSinkFBO() sample sink} is being returned. * * @param bufferName {@link GL#GL_FRONT} and {@link GL#GL_BACK} are valid buffer names * @return the named {@link FBObject} * @throws IllegalArgumentException if an illegal buffer name is being used */ FBObject getFBObject(final int bufferName) throws IllegalArgumentException; /** * Returns the named {@link Colorbuffer} instance. * <p> * If MSAA is being used, only the {@link GL#GL_FRONT} buffer is accessible * and an exception is being thrown if {@link GL#GL_BACK} is being requested. * </p> * <p> * Depending on the {@link #setFBOMode(int) fbo mode} the resulting {@link Colorbuffer} * is either a {@link TextureAttachment} if {@link #FBOMODE_USE_TEXTURE} is set, * otherwise a {@link ColorAttachment}. * See {@link Colorbuffer#isTextureAttachment()}. * </p> * @param bufferName {@link GL#GL_FRONT} and {@link GL#GL_BACK} are valid buffer names * @return the named {@link Colorbuffer} * @throws IllegalArgumentException if using MSAA and {@link GL#GL_BACK} is requested or an illegal buffer name is being used */ Colorbuffer getColorbuffer(final int bufferName) throws IllegalArgumentException; /** Resizeable {@link GLFBODrawable} specialization */ public interface Resizeable extends GLFBODrawable { /** * Resize this {@link GLFBODrawable}'s surface. * <p> * This drawable is being locked during operation. * </p> * @param context the {@link GLContext} bound to this drawable, will be made current during operation * A prev. current context will be make current after operation. * @param newWidth new width in pixel units * @param newHeight new width in pixel units * @throws NativeWindowException in case the surface could no be locked * @throws GLException in case an error during the resize operation occurred */ void setSurfaceSize(GLContext context, int newWidth, int newHeight) throws NativeWindowException, GLException; } }