/** * @(#) GLContext.java */ package gl4java; import gl4java.jau.awt.WinHandleAccess; import java.awt.*; import java.applet.Applet; import java.awt.event.*; import java.lang.reflect.*; /** * The base manager class for the OpenGL language mapping for Java ! * *

* If you are interessting in further Documentation and/or * the history of GL4Java follow the following link. * *

        The GL4Java Documentation
 * 
*

* * All native libraries and GLFunc* and GLUFunc* implementations * can/should be loaded right here ! * *

 	loadNativeLibraries
 	createGLFunc
 	createGLUFunc
        

To check the library versions, you can start the main function with java gl4java.GLContext *

* *

* * This class creates a GLContext in the constructor which fits to the native Window * of the given Component ! * *

   	glc2glj - A simple c to java converter for C- and GL-types
 * 
*

* * The native libraries are plattform depended. * *

	  The default native library's are:
	  

GLContext: GL4JavaJauGljJNI (jdk ==1.1), GL4JavaJauGljJNI12 (jdk ==1.2), GL4JavaJauGljJNI13 (jdk >=1.3) GLFuncJauJNI: GL4JavaJauGLJNI (jdk ==1.1), GL4JavaJauGLJNI12 (jdk >=1.2) GLUFuncJauJNI: GL4JavaJauGLUJNI (jdk ==1.1), GL4JavaJauGLUJNI12 (jdk >=1.2)

To check wich version and vendors are currently used, just call while a GLContext is created :

gljShowVersions

Or just run at the command line:

java gl4java.GLContext -info

*

* * Make sure that this library is installed in your library path. * The library path is for Unices one path of the environment * variable ´LD_LIBRARY_PATH´ and for Windows 32 * ´c:/winnt/system32´ (WinNT) or 'c:/windows/system' (Windows 95) . * Or it should be installed in the 'jre/bin' or * 'Netscape/communicator/Program/java/bin' path ! * *

* * To have a convinient usage, e.g. automatic resizing, GLContext * and painting/gl-rendering, some classes in the package gl4java.awt * may help you. * *

          E.g.: gl4java.awt.GLCanvas 
	  

init to create the java-stuff and GL-inits display to render one frame, called by paint reshape to reshape (window resize)

Or look for animation at gl4java.awt.GLAnimCanvas ! *

* *

* * IF you remove/release a The component which is binded to this GLContext, * you have to release the GLContext also - while calling: * *

 	gljDestroy
 * 
* * before releasing/dispose it´s Window ! * *

* * We also define our own OpenGL extension. This extension functions * start with the prefix glj like you can see here: * *

        THIS FUNCTIONS ARE FOR USERS PURPOSES:
	======================================

 	loadNativeLibraries
 	createGLFunc
 	createGLUFunc
 	gljIsInit
 	gljMakeCurrent
 	gljSwap
 	gljFree
 	gljDestroy
 	gljGetNativeLibVersion
 	gljGetClassVersion
	gljShowVersions
 	gljCheckGL
 	gljCheckGLTypes
 	gljResize

 * 
*

* * You can see our example demo sources: *

	olympicCvs.java as java source
	glLogoCvs.java as java source
	glDemosCvs.java as java source
 * 
*

* * If you are interessting in further Documentation, downloading the latest * version, and/or the history of GL4Java click on the following link. * *

	The GL4Java Homepage
 * 
*

* * @version 2.00, 21. April 1999 * @author Sven Goethel * */ public class GLContext extends Object implements Runnable { protected boolean isInitialized = false; /** * Flag is the native library is loaded. * The native library is loaded at startup. * If we failed loading the lib., * gljMakeCurrent and gljIsInit will return false. * * @see gl4java.GLContext#gljIsInit */ protected static boolean libsLoaded = false; /** * The default GLContext native library for Windows 95/NT && MS-JVM * */ public static final String defGljMSWinLib = "GL4JavaGljMSJDirect" ; /** * The default GLContext native library for all * */ public static final String defGljLib = "GL4JavaJauGljJNI" ; /** * The default GLFunc implementation * */ public static final String defGLFuncClass = "GLFuncJauJNI" ; /** * The default GLFunc native library for all */ public static final String defGLFuncLib = "GL4JavaJauGLJNI" ; /** * The default GLUFunc implementation * */ public static final String defGLUFuncClass = "GLUFuncJauJNI" ; /** * The default GLUFunc native library for all */ public static final String defGLUFuncLib = "GL4JavaJauGLUJNI" ; /** * the version of this java-class * * ... * * Each is dezimal ! */ public static final String version = __SED_CLASS_VERSION__ ; /** * Flag's to enable/disable verbose Information. * Usually for debugging. */ public static boolean gljClassDebug = false; public static boolean gljThreadDebug = false; public static boolean gljNativeDebug = false; /** * We will store the GL Context right here. * * @see gl4java.GLContext#createGLContext * @see gl4java.GLContext#gljInit */ protected long glContext=0; protected static int glContextNumber=0; /** * The context with witch display lists and textures will be shared. * * @see gl4java.GLContext#createGLContext * @see gl4java.GLContext#gljInit */ protected GLContext sharedGLContext; protected long sharedGLContextNative= 0; // No sharing by default. /** * Xwindow data AND Windows data for the widget * * @see gl4java.GLContext#createGLContext * @see gl4java.GLContext#gljInit */ protected long pixmapHandle=0; // unique handle for the Pixmap protected long windowHandle=0; // unique handle for this widget's window protected long displayHandle=0; // unqiue handle to the display private int createwinw; private int createwinh; /** * MS-JDirect-Window data for the MS-JVM interface * * @see gl4java.GLContext#createGLContext * @see gl4java.GLContext#gljInit */ private int createwinx; private int createwiny; private boolean threadRunning = false; private boolean destroyWindow = false; protected Container containerWindow = null; /** * The custom set offscreen Size * * If this is set to != null, * the offscreen pixmap is used in this size, * not in the components-size (-> faster if smaller) * * Must be set via createOffScreenCtx * * @see gl4java.swing.GLJPanel#paint * @see gl4java.GLContext#createOffScreenCtx */ protected Dimension offScrnSize = null; /** * Windows data AND flag is Window-Handel is read (for X11 also) ! * * @see gl4java.GLContext#createGLContext * @see gl4java.GLContext#gljInit */ long pData = 0; // stores the pointer structure that holds windows info /** * Flag to check, if the OpenGL-Context is active ! * * @see gl4java.GLContext#isEnabled * @see gl4java.GLContext#setEnabled */ protected boolean glEnabled = true; /** * Do we use offscreen rendering * X11: pixmap eq window-ressources, * window eq. GLXPixmap a GLXDrawable * glContext eq. GLXContext * * This is set via the constructor ! * * @see gl4java.GLContext#GLContext */ protected boolean offScreenRenderer = false; /** * Do we use doubleBuffer - of course ! * This is the default visual property ... ! * * This is set via the constructor ! * * @see gl4java.GLContext#isDoubleBuffer * @see gl4java.GLContext#GLContext */ protected boolean doubleBuffer = true; /** * Visual pre-set for stencil-bit number, default: 0 * * @see gl4java.GLContext#GLContext */ protected int stencilBits = 0; /** * Visual pre-set for accumulator-size number, default: 0 * * This value has a special behavior. * For input - within the contructor, * it is the value for each component ! * * The output value, after the constructor returns, * it is the summary of all accumulation bits of all components ! * * @see gl4java.GLContext#GLContext */ protected int accumSize = 0; /** * Do we use stereoView - not yet ;-) ! * This is the default visual property ... ! * * This is set via the constructor ! * * @see gl4java.GLContext#isStereoView * @see gl4java.GLContext#GLContext */ protected boolean stereoView = false; /** * Do we use True-Color RGBA - of course ;-) ! * This is the default visual property ... ! * * This is set via the constructor ! * * @see gl4java.GLContext#isRGBA * @see gl4java.GLContext#GLContext */ protected boolean rgba = true; /** * We normally do not have to create an own Window ! * This is the default visual property ... ! * But some machines, like SGI's Irix, * must use an own created overlapped window ! * For these machines, a compiler flag is set, * so that this value is alsways set to true ! * * This is set via the constructor ! * * @see gl4java.GLContext#isOwnWindowCreated * @see gl4java.GLContext#GLContext */ protected boolean createOwnWindow = false; /** * The resize flag, which indicates a resize for the next paint function ! * This flag will bes set in 'componentResized' * and will be cleared after resize (glViewport) in sDisplay !! * * @see gl4java.awt.GLCanvas#sDisplay */ protected boolean mustResize = false; protected Dimension size = null; /** * the light- or heavy component * where GL commands should be drawn */ protected Component _comp = null; /** * the heavy component * where GL commands should be drawn * * if the _comp component is a swing (light) * component, this component contains its heavy parent ! */ protected Component _compHeavy = null; /** * Variable to tell is where windows or not (X11) * Usally X11 ;-)) * * Ok - lets give one to the Max :-) */ public static final int OsWindoof = -1, OsUnknown = 0, OsX11 = 1, OsMac = 2; // for Gerard Ziemski's port private static int osType=OsUnknown; private static boolean isNetscapeJvm = false; private static boolean isMicrosoftJvm = false; private static boolean isIBMJvm = false; private static boolean useMSJDirect = false; private static String jvmVendor = null; private static String jvmVersion = null; private static int jvmVersionMajor = 1; // min. defaults private static int jvmVersionMinor = 1; // min. defaults private static String osName = null; private static String jniEXTsuff_gl_glu = ""; private static String jniEXTsuff_glj = ""; /** * Get the native GL Context ! * * @see gl4java.GLContext#glContext */ public final long getNativeGLContext() { return glContext; } public static final int getNativeGLContextNumber() { return glContextNumber; } /** * Get the native Window Handle ! * * @see gl4java.GLContext#windowHandle * * @deprecated The native window handle is no more accessible * through this method since JDK >= 1.3 ! */ public final long getNativeWindoHandle() { return windowHandle; } /** * Get the optional shared GL Context ! * * @see gl4java.GLContext#sharedGLContext */ public final GLContext getSharedGLContext() { return sharedGLContext; } /** * Get the native OS-Type ! * * @see gl4java.GLContext#OsWindoof * @see gl4java.GLContext#OsUnknown * @see gl4java.GLContext#OsX11 * @see gl4java.GLContext#OsMac */ public final int getNativeOSType() { return osType; } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * * @see gl4java.GLContext#doubleBuffer * @see gl4java.GLContext#GLContext */ public final boolean isDoubleBuffer() { return doubleBuffer; } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * * @see gl4java.GLContext#stereoView * @see gl4java.GLContext#GLContext */ public final int getStencilBitNumber() { return stencilBits; } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * * @see gl4java.GLContext#GLContext */ public final int getAccumSize() { return accumSize; } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * * @see gl4java.GLContext#stereoView * @see gl4java.GLContext#GLContext */ public final boolean isStereoView() { return stereoView; } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * * @see gl4java.GLContext#rgba * @see gl4java.GLContext#GLContext */ public final boolean isRGBA() { return rgba; } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * * @see gl4java.GLContext#createOwnWindow * @see gl4java.GLContext#GLContext */ public final boolean isOwnWindowCreated() { return createOwnWindow; } /** * Support of loading the native library seperatly. * * Link with the native OpenGL library. If we cannot link, an exception * is thrown. * The name of the library is named e.g.: "GL4JavaJauGljJNI" at the * Java level, or "libGL4JavaJauGljJNI.so" at the solaris level, * or "GL4JavaJauGljJNI.dll" at the win32 level :-). * *

* * The user must call loadNativeLibrary ! * E.g. he can add the default loader like this: *

	    static {
		if(GLContext.loadNativeLibraries(null, null, null)==false)
		  System.out.println("could not load def. native libs.");
	    }
     * 
* * @param gljLibName The name of the GLContex native library. * If gljLibName==null, the default library will be used ! * * @param glLibName The name of the GLFunc native library. * If glLibName==null, the default library will be used ! * * @param gluLibName The name of the GLUFunc native library. * If gluLibName==null, the default library will be used ! * * @return boolean, true if succesfull ! * * @see gl4java.GLContext#defGljLib * * @see gl4java.GLContext#defGLFuncLib * * @see gl4java.GLContext#defGLUFuncLib */ public static boolean loadNativeLibraries ( String gljLibName, String glLibName, String gluLibName ) { if(libsLoaded) return true; String libNames[] = null; jvmVendor = java.lang.System.getProperty("java.vendor"); jvmVersion = java.lang.System.getProperty("java.version"); if(gljClassDebug) { System.out.println("jvm vendor: "+jvmVendor); System.out.println("jvm version: "+jvmVersion); } int i0 = 0; int i1 = jvmVersion.indexOf(".", i0); String strhlp = null; if(i1>0) { strhlp = jvmVersion.substring(i0,i1); try { jvmVersionMajor = Integer.valueOf(strhlp).intValue(); } catch (Exception e) {System.out.println("Not a number: "+strhlp+" ("+jvmVersion+")");} } i0 = i1+1; i1 = jvmVersion.indexOf(".", i0); if( i1 < 0 ) i1 = jvmVersion.length(); // no 2nd dot, no bug version number if( 0=0 ; isMicrosoftJvm = jvmVendor!=null && jvmVendor.indexOf("Microsoft")>=0 ; isIBMJvm = jvmVendor!=null && jvmVendor.indexOf("IBM")>=0 ; // Determine the OS osName = System.getProperty( "os.name" ); if( osName.startsWith( "Wind" ) ) osType = OsWindoof; else if( osName.startsWith( "Mac OS" ) ) osType = OsMac; else /* oops - lets guess unix/x11 :-) */ osType = OsX11; if( jvmVersionMajor>=2 || ( jvmVersionMajor==1 && jvmVersionMinor>=4 ) ) { jniEXTsuff_gl_glu = "12"; jniEXTsuff_glj = "13"; } else if( jvmVersionMajor==1 && jvmVersionMinor>=3 && !isIBMJvm && !isMicrosoftJvm ) { jniEXTsuff_gl_glu = "12"; jniEXTsuff_glj = "13"; } else if( jvmVersionMajor==1 && jvmVersionMinor>=2 ) { jniEXTsuff_gl_glu = "12"; jniEXTsuff_glj = "12"; } else { jniEXTsuff_gl_glu = ""; jniEXTsuff_glj = ""; } if(gljLibName==null) gljLibName = defGljLib+jniEXTsuff_glj; if(glLibName==null) glLibName = defGLFuncLib+jniEXTsuff_gl_glu; if(gluLibName==null) gluLibName = defGLUFuncLib+jniEXTsuff_gl_glu; if ( (osType==OsWindoof) && (isMicrosoftJvm) ) { // JDirect loads the GL libraries automatically, // so we don't have to. libNames = new String[4]; libNames[0]= gljLibName; libNames[1]= glLibName; libNames[2]= gluLibName; libNames[3]= defGljMSWinLib; useMSJDirect = true; } else { /* For MAC, Win32+SunJVM, Unices ... */ libNames = new String[3]; libNames[0]= gljLibName; libNames[1]= glLibName; libNames[2]= gluLibName; useMSJDirect = false; } if(isNetscapeJvm) { System.out.println("Netscape JVM try to get Privileges"); try { Class privmgr = Class.forName("netscape.security.PrivilegeManager"); Class[] parameterTypes = new Class[1]; parameterTypes[0] = Class.forName("java.lang.String"); Method m = privmgr.getMethod("enablePrivilege",parameterTypes); Object args[] = new Object[1]; args[0] = (Object)(new String("UniversalLinkAccess")); m.invoke(privmgr,args); /* netscape.security.PrivilegeManager.enablePrivilege ("UniversalLinkAccess"); */ System.out.println("Netscape-Privilege: enabled UniversalLinkAccess priv."); } catch (Exception ex) { System.out.println("Not enabled Netscape-Privilege: UniversalLinkAccess priv."); } } /* load libs */ int libNumber = 0; String _libName = null ; boolean libLoaded[] = new boolean[libNames.length]; for(libNumber=0; libNumber gl4java-glj-lib native library * -gllib gl4java-gl-lib native library * -glulib gl4java-glu-lib native library * -glclass gl4java-gl-class java GLFunc implementation * -gluclass gl4java-glu-class java GLUFunc implementation * -info creates a GLContext and prints all avaiable information of GL/GLU and GL4Java * -infotxt like -info, but exits straight after -info ! * * without any arguments, a help screen is shown */ public static void main( String args[] ) { String gljLibName = null; String glLibName = null; String gluLibName = null; String glName = defGLFuncClass; String gluName = defGLUFuncClass; boolean info=false; boolean exitImmediatly=false; int i = 0; boolean ok=true; if(args.length==0) { System.out.println("usage: java gl4java.GLContext , where options can be: "); System.out.println(" -gljlib \t choose a custom the gl4java-glj-lib native library (default: GL4JavaJauGljJNI)"); System.out.println(" -gllib \t choose a custom the gl4java-gl-lib native library (default: GL4JavaJauGLJNI)"); System.out.println(" -glulib \t choose a custom the gl4java-glu-lib native library (default: GL4JavaJauGLUJNI"); System.out.println(" -glclass \t choose a custom the gl4java-gl-class java GLFunc implementation (default: GLFuncJauJNI)"); System.out.println(" -gluclass \t choose a custom the gl4java-glu-class java GLUFunc implementation (default: GLUFuncJauJNI)"); System.out.println(" -info \t creates a GLContext and prints all avaiable information of GL/GLU and GL4Java"); System.out.println(" -infotxt \t like -info, but exits straight after -info !"); System.exit(0); } while(args.length>i) { if(args[i].equals("-gljlib")) { if(args.length>++i) gljLibName=args[i]; } else if(args[i].equals("-gllib")) { if(args.length>++i) glLibName=args[i]; } else if(args[i].equals("-glulib")) { if(args.length>++i) gluLibName=args[i]; } else if(args[i].equals("-glclass")) { if(args.length>++i) glName=args[i]; } else if(args[i].equals("-gluclass")) { if(args.length>++i) gluName=args[i]; } else if(args[i].equals("-info")) { info=true; } else if(args[i].equals("-infotxt")) { info=true; exitImmediatly=true; } else { System.out.println("illegal arg "+i+": "+args[i]); ok=false; } i++; } GLContext.gljNativeDebug = true; GLContext.gljClassDebug = true; GLFunc gl = null; GLUFunc glu = null; if(GLContext.loadNativeLibraries(gljLibName, glLibName, gluLibName)) System.out.println("native Libraries loaded succesfull"); else { System.out.println("native library NOT loaded complete"); ok=false; } if( (gl=GLContext.createGLFunc(glName)) !=null) System.out.println("GLFunc implementation "+glName+" created succesfull"); else { System.out.println("GLFunc implementation "+glName+" not created"); ok=false; } if( (glu=GLContext.createGLUFunc(gluName)) !=null) System.out.println("GLUFunc implementation "+gluName+" created succesfull"); else { System.out.println("GLUFunc implementation "+gluName+" not created"); ok=false; } if( info && ok==true) { Frame f = new Frame("GL4Java Info"); f.setSize(10, 10); Canvas cvs = new Canvas(); cvs.setVisible(true); cvs.setSize(50,50); f.add("Center", cvs); f.setSize(60,60); // f.pack(); f.setVisible(true); GLContext glj = new GLContext(cvs, gl, glu); Frame fInfo = glj.gljShowVersions(); fInfo.addWindowListener ( new WindowAdapter() { public void windowClosed(WindowEvent e) { // button exit System.exit(0); } } ); glj.gljDestroy(); if(exitImmediatly) System.exit(0); } } public static String getJVMVendor() { return jvmVendor; } public static boolean isNetscapeJVM() { return isNetscapeJvm; } public static boolean isMicrosoftJVM() { return isMicrosoftJvm; } /** * Used to hold the user given GLFunc implementation */ private GLFunc gl = null; /** * Used to hold the user given GLUFunc implementation */ private GLUFunc glu = null; /** * * Constructor * * This privat constructor is for all possible * compinations and is called from the customized * constructors. * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _createOwnWindow the flag for the visual property * @param _offScreenRenderer the flag for the visual property * @param _doubleBuffer the flag for the visual property * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * @param _accumSize the flag for the visual property * @param _sharedGLContext the shared GLContext * @param _offScrnSize the fixed offscreen pixmap size * */ protected GLContext( Component comp, GLFunc glf, GLUFunc gluf, boolean _createOwnWindow, boolean _offScreenRenderer, boolean _doubleBuffer, boolean _stereoView, boolean _rgba, int _stencilBits, int _accumSize, GLContext _sharedGLContext, Dimension _offScrnSize ) { super( ); _comp = comp ; // the light- or heavy component gl = glf ; glu = gluf ; createOwnWindow = _createOwnWindow; offScreenRenderer = _offScreenRenderer; doubleBuffer=_doubleBuffer; stereoView=_stereoView; rgba=_rgba; stencilBits=_stencilBits; accumSize=_accumSize; offScrnSize= _offScrnSize; this.sharedGLContext = _sharedGLContext; if(sharedGLContext != null) sharedGLContextNative = (int)sharedGLContext.getNativeGLContext(); // fetch the heavy peer component in temporary var. comp while(comp!=null && (comp.getPeer() instanceof java.awt.peer.LightweightPeer) ) comp=comp.getParent(); _compHeavy = comp ; // the heavy component Graphics _gr = null; if(_compHeavy!=null) { if( ! _comp.isVisible() ) setVisible(true); // use our own ... _gr = _compHeavy.getGraphics(); if(_gr==null) System.out.println("got empty Graphics"); } else System.out.println("got empty Component"); if(_comp!=null && _gr!=null) { int i = 0; do { createGLContext(_gr); // uses _comp if(gljIsInit()==false) { try { Thread.sleep( 100 ); } catch( Exception e ) { } } i++; } while(gljIsInit()==false && i<5) ; } if(gljClassDebug) { if(gljIsInit()) System.out.println(">>> GLContext() succeded"); else System.out.println(">>> GLContext() failed"); } } /** * * Constructor * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _createOwnWindow the flag for the visual property * @param _doubleBuffer the flag for the visual property * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * @param _accumSize the flag for the visual property * @param _sharedGLContext the shared GLContext * */ public GLContext( Component comp, GLFunc glf, GLUFunc gluf, boolean _createOwnWindow, boolean _doubleBuffer, boolean _stereoView, boolean _rgba, int _stencilBits, int _accumSize, GLContext _sharedGLContext ) { this(comp, glf, gluf, _createOwnWindow, false /* offscreen renderer */, _doubleBuffer, _stereoView, _rgba, _stencilBits, _accumSize, _sharedGLContext, null /* offscreen size */ ); } /** * * Constructor * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _createOwnWindow the flag for the visual property * @param _doubleBuffer the flag for the visual property * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * @param _accumSize the flag for the visual property * */ public GLContext( Component comp, GLFunc glf, GLUFunc gluf, boolean _createOwnWindow, boolean _doubleBuffer, boolean _stereoView, boolean _rgba, int _stencilBits, int _accumSize ) { this(comp, glf, gluf, _createOwnWindow, false /* offscreen renderer */, _doubleBuffer, _stereoView, _rgba, _stencilBits, _accumSize, null /* sharedGLContext */, null /* offscreen size */ ); } /** * * Constructor * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _createOwnWindow the flag for the visual property * @param _doubleBuffer the flag for the visual property * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * */ public GLContext( Component comp, GLFunc glf, GLUFunc gluf, boolean _createOwnWindow, boolean _doubleBuffer, boolean _stereoView, boolean _rgba, int _stencilBits ) { this(comp, glf, gluf, _createOwnWindow, false /* offscreen renderer */, _doubleBuffer, _stereoView, _rgba, _stencilBits, 0 /* accumSize */, null /* sharedGLContext */, null /* offscreen size */ ); } /** * * Constructor * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _doubleBuffer the flag for the visual property * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * */ public GLContext( Component comp, GLFunc glf, GLUFunc gluf, boolean _doubleBuffer, boolean _stereoView, boolean _rgba, int _stencilBits, int _accumSize ) { this(comp, glf, gluf, false /* ownWindow */, false /* offscreen renderer */, _doubleBuffer, _stereoView, _rgba, _stencilBits, _accumSize, null /* sharedGLContext */, null /* offscreen size */ ); } /** * * Constructor * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _doubleBuffer the flag for the visual property * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * */ public GLContext( Component comp, GLFunc glf, GLUFunc gluf, boolean _doubleBuffer, boolean _stereoView, boolean _rgba, int _stencilBits ) { this(comp, glf, gluf, false /* ownWindow */, false /* offscreen renderer */, _doubleBuffer, _stereoView, _rgba, _stencilBits, 0 /* accumSize */, null /* sharedGLContext */, null /* offscreen size */ ); } /** * * Constructor * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _doubleBuffer the flag for the visual property * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * */ public GLContext( Component comp, GLFunc glf, GLUFunc gluf, boolean _doubleBuffer, boolean _stereoView, boolean _rgba ) { this(comp, glf, gluf, false /* ownWindow */, false /* offscreen renderer */, _doubleBuffer, _stereoView, _rgba, 0, /* _stencilBits */ 0 /* accumSize */, null /* sharedGLContext */, null /* offscreen size */ ); } /** * * Constructor * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * ! WARNING ! This flag is just for testing purpose !!! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _doubleBuffer the flag for the visual property * @param _stereoView the flag for the visual property * */ public GLContext( Component comp, GLFunc glf, GLUFunc gluf, boolean _doubleBuffer, boolean _stereoView ) { this(comp, glf, gluf, false /* ownWindow */, false /* offscreen renderer */, _doubleBuffer, _stereoView, true /* _rgba */, 0, /* _stencilBits */ 0 /* accumSize */, null /* sharedGLContext */, null /* offscreen size */ ); } /** * * Constructor * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * We use a visual with doubleBuffer and NO stereoView ! * Do not force a new native window ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation */ public GLContext( Component comp, GLFunc glf, GLUFunc gluf ) { this(comp, glf, gluf, false /* ownWindow */, false /* offscreen renderer */, true /* _doubleBuffer */, false /* _stereoView */, true /* _rgba */, 0, /* _stencilBits */ 0 /* accumSize */, null /* sharedGLContext */, null /* offscreen size */ ); } /** * * Constructor Function for offscreen rendering ! * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * @param _sharedGLContext the shared GLContext * * @return the created offscreen context */ public static final GLContext createOffScreenCtx ( Component comp, GLFunc glf, GLUFunc gluf, boolean _stereoView, boolean _rgba, int _stencilBits, int _accumSize, GLContext _sharedGLContext ) { return new GLContext(comp, glf, gluf, false /* _createOwnWindow */, true /* offscreen renderer */, false /* _doubleBuffer */, _stereoView, _rgba, _stencilBits, _accumSize, _sharedGLContext, null ); } /** * * Constructor Function for offscreen rendering ! * * First the GLContext is fetched from the Component itself ! * To do so, the Component is set visible if it is not ! * * If a GLContext is fetched, it is current ! * * @param comp the users component for the gl-context * @param glf the users selected GLFunc implementation * @param glf the users selected GLUFunc implementation * @param _stereoView the flag for the visual property * @param _rgba the flag for the visual property * @param _stencilBits the flag for the visual property * @param _sharedGLContext the shared GLContext * @param _offScrnSize the fixed offscreen pixmap size * * @return the created offscreen context */ public static final GLContext createOffScreenCtx ( Component comp, GLFunc glf, GLUFunc gluf, boolean _stereoView, boolean _rgba, int _stencilBits, int _accumSize, GLContext _sharedGLContext, Dimension _offScrnSize ) { return new GLContext(comp, glf, gluf, false /* _createOwnWindow */, true /* offscreen renderer */, false /* _doubleBuffer */, _stereoView, _rgba, _stencilBits, _accumSize, _sharedGLContext, _offScrnSize ); } /** * Used to set the user given GLFunc implementation */ public final void setGLFunc(GLFunc _gl) { gl = _gl; } /** * Used to set the user given GLUFunc implementation */ public final void setGLUFunc(GLUFunc _glu) { glu = _glu; } /** * Used to return the user given GLFunc implementation */ public final GLFunc getGLFunc() { return gl; } /** * Used to return the user given GLUFunc implementation */ public final GLUFunc getGLUFunc() { return glu; } /** * Support of loading a vendors GLFunc implementation * * Try to load the Class, if succesfull we do return the instance of it. * Else null is returned ! * * The Class-Name is: "GL4Java." + vendorClass + ".class" ! * * @param vendorClass The name of the GLFunc implementation. * If vendorSuffix==null, the default implementation * "GLFuncJauJNI" (-> GL4Java.GLFuncJauJNI.class ) * will be used ! * * @return GLFunc, the implementation's instance if exists * and valid, or null * * @see gl4java.GLContext#defGLFuncClass */ public static final GLFunc createGLFunc(String vendorClass) { String access_name = "gl4java."; GLFunc gl = null; Object clazz = null; if(vendorClass==null) { vendorClass = defGLFuncClass ; } String clazzName = access_name + vendorClass ; try { clazz = Class.forName(clazzName).newInstance(); } catch (Exception ex) { // thats ok :-) System.out.println("could not create instance of: "+ clazzName); } if(clazz !=null && (clazz instanceof GLFunc)) gl = (GLFunc) clazz; else System.out.println("Not a GLFunc implementation: "+ clazzName); return gl; } /** * Support of loading a vendors GLUFunc implementation * * Try to load the Class, if succesfull we do return the instance of it. * Else null is returned ! * * The Class-Name is: "GL4Java." + vendorClass + ".class" ! * * @param vendorClass The name of the GLUFunc implementation. * If vendorSuffix==null, the default implementation * "GLUFuncJauJNI" (-> GL4Java.GLUFuncJauJNI.class ) * will be used ! * * @return GLUFunc, the implementation's instance if exists * and valid, or null * * @see gl4java.GLContext#defGLUFuncClass */ public static final GLUFunc createGLUFunc(String vendorClass) { String access_name = "gl4java."; GLUFunc glu = null; Object clazz = null; if(vendorClass==null) { vendorClass = defGLUFuncClass ; } String clazzName = access_name + vendorClass ; try { clazz = Class.forName(clazzName).newInstance(); } catch (Exception ex) { // thats ok :-) System.out.println("could not create instance of: "+ clazzName); } if(clazz!=null && (clazz instanceof GLUFunc)) glu = (GLUFunc) clazz; else System.out.println("Not a GLUFunc implementation: "+ clazzName); return glu; } /** * * Own setVisible * This one set's us visible - and wait's for that result ! * * @param visible boolean: visible==true, hide==false * @return void */ public void setVisible( boolean visible ) { int i= 0; _comp.setVisible( visible ); while( _comp.isVisible() != visible && i<5) { _comp.setVisible( visible ); try { Thread.sleep( 100 ); } catch( Exception e ) { System.out.println( "GLContext:setVisible: Error - " + e ); } i++; } if(i>=5) System.out.println( "GLContext:setVisible: Error, could not set to "+visible); } /** * * createGLContext gets the window handle and calls gljInit, * so the gl-context will be initialised here. * * this method will be invoked by the constructor * * this method is left public - this time, * to allow the user to to it again later - if it was not succesfull ! * * @param g the graphics reference, * where we will get the native window handle from. * * @return void * * @see gl4java.GLContext#GLContext */ public final void createGLContext(Graphics g) { String access_name = "gl4java.jau.awt."; WinHandleAccess win_access = null; try { if(gljClassDebug) System.out.println(">>> createGLContext"); if(pData == 0) { if ( useMSJDirect ) { if(gljClassDebug) System.out.println("using MSJDirect ..."); win_access = (WinHandleAccess) Class.forName( access_name+"windows.MSWin32HandleAccess" ).newInstance(); /* _comp should be a subclass of Canvas, and its parent class should be of type Panel, Frame or Window. If not, this all falls apart. */ /* This part is now rewritten, to respect direkt Windows (Frames and Dialogs) and Applets .. */ Component ob = _comp; while ( (ob instanceof Window)==false && (ob instanceof Applet)==false ) { ob = ob.getParent(); } containerWindow = (Container)ob; /* refetch the Graphics component */ g = ob.getGraphics(); if(g==null) System.out.println("GL4Java-MSJVM: got empty Graphics"); pData = win_access.getWinHandle(ob,g); if (pData != 0) { Point p1; try { p1 = _comp.getLocationOnScreen(); } catch (Exception e) { p1 = _comp.getLocation(); Point p2 = containerWindow.getLocation(); p1.x += p2.x; p1.y += p2.y; Insets is = containerWindow.getInsets(); p1.x += is.left; p1.y += is.top; } Rectangle r = _comp.getBounds(); createwinx = p1.x; createwiny = p1.y; createwinw = r.width; createwinh = r.height; windowHandle = 0; threadRunning = true; destroyWindow = false; Thread th = new Thread(this); th.start(); while ( (windowHandle == 0) && (threadRunning) ) { try { Thread.currentThread().sleep(100); } catch( Exception e ) { } } } } else if(osType==OsWindoof && !useJAWT()) { win_access = (WinHandleAccess) Class.forName( access_name+"windows.Win32HandleAccess" ).newInstance(); pData = win_access.getWinHandle(_compHeavy, g); windowHandle = pData; } else if(osType==OsMac && !useJAWT()) { win_access = (WinHandleAccess) Class.forName( access_name+"macintosh.MacHandleAccess" ).newInstance(); pData = win_access.getWinHandle(_compHeavy, g); windowHandle = pData; } else if(!useJAWT()) { win_access = (WinHandleAccess) Class.forName( access_name+"motif.X11HandleAccess" ).newInstance(); pData = win_access.getWinHandle(_compHeavy, g); windowHandle = pData; } } if(offScrnSize!=null) { createwinw = offScrnSize.width; createwinh = offScrnSize.height; } else { Rectangle r = _comp.getBounds(); createwinw = r.width; createwinh = r.height; } /* try to establish a context to OpenGL */ try { gljInit(); } catch( GL4JavaInitException e ) { System.out.println( "can't create a GL context\n"); } } catch (Exception e) { System.out.println( "An exception is thrown, while creating a GL context\n"); System.out.println(e); e.printStackTrace(); } } /* glj* stuff */ /** * * Initializes the gl-context. * gljInit is called by createGLContext (which is calles by the first paint)! * * Also gljInit will call the init method after GL initialisation, * so the user can override ´init´ to initialize his own stuff ! * * @return void * @exception GL4Java.GL4JavaInitException * this class throws an exception * if the native call to create a OpenGL context failed. * @see gl4java.GLContext#createGLContext * @see gl4java.awt.GLCanvas#paint * @see gl4java.awt.GLCanvas#init */ protected final synchronized void gljInit() throws GL4JavaInitException { if( libsLoaded==false ) return ; if(pData==0 && !offScreenRenderer && !useJAWT()) { System.out.println("could not open a GL widget -- Win CONTEXT"); throw new GL4JavaInitException (); } if(gljClassDebug) System.out.println(">>> gljInit"); boolean ok; ok = openOpenGLNative(_comp); if( ! ok ) { if ( useMSJDirect ) { destroyWindow = true; while (threadRunning) { try { Thread.currentThread().sleep(100); } catch( Exception e ) { } } pData = 0; windowHandle = 0; } System.out.println("could not open a GL widget -- GL CONTEXT"); throw new GL4JavaInitException (); } else { isInitialized = true; glContextNumber++; } } /** * For MSJVM Only ! * * This functions fetches the window-handle within a special thread ! */ public void run() { if ( !useMSJDirect ) { System.err.println("GL4Java-MSJVM-Run: INTERNAL ERROR"); System.exit(0); } pData = gl4java.system.GljMSJDirect.createOGLWindowNative( pData, createwinx,createwiny, createwinw,createwinh); if (pData != 0) { windowHandle = pData; while (!destroyWindow) { gl4java.system.GljMSJDirect.OGLWindowMsgPump(); try { Thread.currentThread().sleep(10); } catch( Exception e ) { } } destroyWindow = false; gl4java.system.GljMSJDirect.destroyOGLWindowNative( windowHandle); windowHandle = 0; pData = 0; gl4java.system.GljMSJDirect.OGLWindowMsgPump(); } threadRunning = false; } /** * * Checks if the gl-context is Initializes * If returns true, * gljInit is allready called and a valid gl-context is achieved. * * No glMakeCurrent is done - * like gljMakeCurrent (important for more gl-context) ! * *

* * The user can use this method to check if he can start rendering * and to be sure his initialisation (init) is done ! * *

* * If you use gl4java.awt.GLCanvas, you should use the cvsIsInit * method ! *

* * @return boolean * @see gl4java.GLContext#gljInit * @see gl4java.awt.GLCanvas#cvsIsInit */ public final boolean gljIsInit() { return isInitialized; } /** * Resizes the gl-viewport * * Should be called, if the component is resized. * The user should take advantage of this functionality. * * Be sure to resize not within the event-method of the * ComponentHandler, you better resize while normal painting. * This can be done while using a boolean flag ;-) * * Look at GLComponent ! */ public final void gljResize(int width, int height) { if ( ! isInitialized || !glEnabled ) return; if(offScreenRenderer) { //JAU: TODO return; } if ( useMSJDirect ) { try { Point p = _comp.getLocationOnScreen(); gl4java.system.GljMSJDirect.moveOGLWindowNative( windowHandle,p.x,p.y,width,height); } catch (Exception e) { } } else gljResizeNative( createOwnWindow, displayHandle, windowHandle, width,height); } private final native void gljResizeNative( boolean isOwnWindow, long disp, long thisWin, int width, int height ); /** * native C function of GLJ Library, * which query if it uses the JDK 1.3 JAWT interface * to fetch the native window handle */ protected final native boolean useJAWT(); /** * native C function of GLJ Library, * which query if the JAWT Surface has changed ! * * Use this after gljMakeCurrent -> jawt_lock ! * * If true, we need a new GLContext ! */ protected final native boolean hasJAWTSurfaceChanged(long thisWin); /** * native C function to open the OpenGLwidget */ protected final native boolean openOpenGLNative(Component canvas); /** * native C function to check the gl types. * At this time, all GL* types will be checked if they fit's * in the used java JNI types. * * this checks is allready performed, while the GL context is * fetched with gljInit ! * * BUT we used this function, to perform a check without an * X11-connection to our AIX host ;-)) * So a call to this function is not needed ! */ public static final boolean gljCheckGLTypes() { return gljCheckGLTypesNative(); } private static final native boolean gljCheckGLTypesNative(); public final boolean gljCheckGL() { int ec = gl.glGetError(); if(ec!=GLFunc.GL_NO_ERROR) { String errStr = glu.gluErrorString(ec); try { throw new Exception(); } catch (Exception e) { System.out.println("GL ERROR : "+errStr); System.out.println("GL ERROR : "+ec+" == 0x"+Integer.toHexString(ec)); e.printStackTrace(); System.out.println(); System.out.flush(); } return false; } return true; } private Thread ctxThread = null; private Thread nextThread = null; /** * * gljMakeCurrent checks whether GL4Java is initializes * AND makes the GL-Context current for this thread. * *

* * You MUST encapsulate your OpenGL call's within: *

    	- gljMakeCurrent()
		YOUR OpenGL commands here !
    	- gljFree()
    * 
* * @return boolean * * @see gl4java.GLContext#gljSwap * @see gl4java.awt.GLCanvas#display * @see gl4java.awt.GLCanvas#sDisplay */ public synchronized final boolean gljMakeCurrent() { if ( ! isInitialized || !glEnabled ) return false; Thread thisThread = Thread.currentThread(); boolean dbgPrinted = false; /** * force a thread switch to improve responsiveness ! * * if an earmarked thread exist (nextThread) * we have to wait .. */ while (nextThread!=null && nextThread!=thisThread) { if(gljThreadDebug && !dbgPrinted) { System.out.println("wait-switch: "+thisThread); System.out.println("\tctxThread="+ctxThread+", next="+nextThread); dbgPrinted=true; } /** * Force freeing this threads context .. to avoid a deadlock .. * This makes sense, because it is possible, * that the same thread enters this point twice, * before calling gljFree ! */ if (ctxThread!=null && ctxThread==thisThread) gljFree(); try { // wait till earmarked nextThread has its chance .. wait(); } catch (InterruptedException e) { } } dbgPrinted=false; /** * put all req. threads to the wait-state, * if another thread owns the GLXContext ! */ while (ctxThread!=null && ctxThread!=thisThread) { /** * remember this thread as earmarked, * to be sure being the next one ... */ nextThread = thisThread; if(gljThreadDebug && !dbgPrinted) { System.out.println("wait-earmarked: "+thisThread); System.out.println("\tctxThread="+ctxThread+", next="+nextThread); dbgPrinted=true; } try { // wait for gljFree to release the GLXContext wait(); } catch (InterruptedException e) { } } ctxThread = thisThread ; // blocking asap .. if(gljThreadDebug) { if(nextThread==thisThread) { System.out.println(thisThread+" "); System.out.println("\tctxThread="+ctxThread+", next:=NULL"); } else { System.out.println(thisThread); System.out.println("\tctxThread="+ctxThread+", next="+nextThread); } } /** * if next thread gotten the context, it is no more earmarked .. */ if(nextThread==thisThread) nextThread = null; boolean result = gljMakeCurrentNative( _comp, displayHandle, windowHandle, glContext); /** * If glXMakeCurrent failed, nobody holds this GLXContext .. */ if(!result) { ctxThread=null; if(hasJAWTSurfaceChanged(windowHandle)) { /** * This can only happen while using JAWT .. */ System.out.println("GL4Java: JAWT Surface-Change !!!"); System.out.println("\t destroying GLContext ...!!!"); gljDestroy(); System.out.println("GL4Java: JAWT Surface-Change !!!"); System.out.println("\t creating GLContext ...!!!"); /* try to establish a context to OpenGL */ try { System.out.println("GL4Java: JAWT Surface-Change !!!"); gljInit(); System.out.println("GL4Java: JAWT Surface-Change finished !!!"); } catch( GL4JavaInitException e ) { System.out.println( "\tcan't create a GL context\n"); System.out.println("GL4Java: JAWT Surface Change FAILED!!!"); } System.out.println("\t GLContext Recreated ...!!!"); } } notifyAll(); // notify gljFree after action is done .. return result; } /** * * gljMakeCurrent checks whether GL4Java is initializes * AND makes the GL-Context current for this thread. * * It's more save to use ´gljMakeCurrent´, instead of * ´gljMakeCurrentNative´, because we do check if GL is initalised ! * * @param freeContextFirst is obsolete ! * * @return boolean * * @deprecated The argument freeContextFirst is obsolete ! */ public synchronized final boolean gljMakeCurrent(boolean freeContextFirst) { return gljMakeCurrent(); } private static final native boolean gljMakeCurrentNative( Component canvas, long disp, long thisWin, long glContext); /** * * gljGetCurrentContext fetches the current native * GL-Context, which is attached to this _native_ thread ! * * @return int */ public static final native int gljGetCurrentContext(); /** * * gljDestroy destroy´s the GL Context * * This function should be called when removing * a GLContext !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * * Call gljFree befor this method, to be sure .. * * @return void * * @see gl4java.GLContext#gljMakeCurrent * @see gl4java.GLContext#gljFree * @see gl4java.GLContext#gljSwap */ public synchronized final boolean gljDestroy() { boolean result = true; if (!gljDestroyNative(_comp)) result = false; windowHandle = 0; glContext = 0; pixmapHandle = 0; if ( useMSJDirect ) { destroyWindow = false; gl4java.system.GljMSJDirect.destroyOGLWindowNative( pData ); windowHandle = 0; gl4java.system.GljMSJDirect.OGLWindowMsgPump(); } pData = 0; isInitialized = false; glContextNumber--; return result; } private final native boolean gljDestroyNative(Component canvas); /** * * gljFree free´s the GL Context * * This MUST be called at last in your display function ! * * @return void * * @see gl4java.GLContext#gljMakeCurrent * @see gl4java.GLContext#gljSwap * @see gl4java.awt.GLCanvas#display * @see gl4java.awt.GLCanvas#sDisplay */ public synchronized final boolean gljFree() { if ( ! isInitialized ) return false; Thread thisThread = Thread.currentThread(); boolean dbgPrinted = false; /** * I do skip a lock for the gljFree semantics, * because: * - to minimize a deadlock * - believing that gljFree is semantically the last call ;-) * - see above -> redundant while (ctxThread!=null && ctxThread!=thisThread) { if(gljThreadDebug && !dbgPrinted) { System.out.println("* wait: "+thisThread); System.out.println("\tctxThread="+ctxThread+", next="+nextThread); dbgPrinted=true; } try { // wait for gljMakeCurrent to lock the GLXContext wait(); } catch (InterruptedException e) { } } if(gljThreadDebug) { System.out.println("*: "+thisThread); System.out.println("\tctxThread="+ctxThread+", next="+nextThread); } */ boolean result = gljFreeNative ( _comp, displayHandle, windowHandle, glContext); ctxThread = null ; notifyAll(); return result; } private static final native boolean gljFreeNative( Component canvas, long disp, long thisWin, long glContext ); /** * swap method are for double buffering */ public final boolean gljSwap() { if ( ! isInitialized ) return false; return gljSwapNative( displayHandle, windowHandle, glContext, doubleBuffer); } private static final native boolean gljSwapNative( long disp, long thisWin, long glContext, boolean doubleBuffer ); /** * This function enables, disables the GL-Context ! * If false is given, the openGL renderer/context is * disabled and disconected (gljFree is called, if initialized) ! * * If disabled, gljMakeCurrent returns always false ! * * @return boolean * * @see gl4java.GLContext#gljMakeCurrent */ public void setEnabled(boolean b) { glEnabled = b; if ( b==false && isInitialized ) gljFree(); } /** * This function queries, if the GL-Context is enabled ! * * @return boolean * * @see gl4java.GLContext#setEnabled * @see gl4java.GLContext#gljMakeCurrent */ public boolean isEnabled() { return glEnabled; } /** * This functions checks the existence of * the GL functions ! */ public final static native boolean gljTestGLProc ( String name, boolean verbose ); /** * This functions reads the pixel from the GL frame * and puts it into the pixelDest array, * while converting them correctly to the AWT pixel format, * using GL_RGB[A] and BufferedImage.TYPE_INT[A]RGB ! */ public final static native void gljReadPixelGL2AWT ( int x, int y, int width, int height, int format, int type, int bufferName, byte[] pixelGL, int[] pixelDest); /** * Experimental Code, not done yet ! * This one is to upspeed the Offscreen rendering engine for e.g. Swing ! * * This functions reads the pixel from the GL frame * and puts it into the pixelDest array, * while using hardware correct AWT and GL pixel format, * using GL_BGR[A]_EXT and BufferedImage.TYPE_[34]BYTE_[A]BGR ! * * ATTENTION: This functions runs only if hardware supports this, * e.g. on Win32 platforms !!! */ public final static native void gljReadPixelGL2AWT ( int x, int y, int width, int height, int format, int type, int bufferName, byte[] pixelGLDest); /** * Experimental Code, not done yet ! * This one is to upspeed the Offscreen rendering engine for e.g. Swing ! */ public final native void gljCpyOffScrnImg2Buffer(int width, int height, int format, byte[] pixelDest); /** * Experimental Code, not done yet ! * This one is to upspeed the Offscreen rendering engine for e.g. Swing ! */ public final native void gljCpyOffScrnImg2Buffer(int width, int height, int format, int[] pixelDest); /** * native C function to achieve the native lib vendor ! * * now it is possible to check the native-lib at runtime ! */ public final static String gljGetNativeLibVendor() { return gljGetNativeLibVendorNative(); } private final static native String gljGetNativeLibVendorNative(); /** * native C function to achieve the native lib version ! * * now it is possible to check the native-lib at runtime ! */ public final static String gljGetNativeLibVersion() { return gljGetNativeLibVersionNative(); } private final static native String gljGetNativeLibVersionNative(); /** * function to achieve the java-class version ! * * now it is possible to check the java-class at runtime ! */ public final static String gljGetClassVersion() { return version; } /** * function to achieve the java-class vendor ! * * now it is possible to check the java-class at runtime ! */ public final static String gljGetClassVendor() { return "Jausoft - Sven Goethel Software Development"; } /** * function to achieve complete version info * * Be sure that the native library must be loaded ! */ public final String gljGetVersions() { return gljGetVersions(false); } public final String gljGetVersions(boolean verbose) { if(libsLoaded==false || gl==null || glu==null || !gljIsInit()) return null; String info1= "GL4Java - LGPL-Version" + "\n" + "-------------------------------------------------\n" + "-------------------------------------------------\n" + "Java-Class : GL4Java.GLContext \n" + " : Version: "+gljGetClassVersion() + "\n" + " Vendor : "+gljGetClassVendor() + "\n" + "Native-Library : GL4Java.GLContext \n" + " Version: "+gljGetNativeLibVersion()+"\n" + " Vendor : "+gljGetNativeLibVendor() +"\n" + "-------------------------------------------------\n" + "Java-Class : GL4Java.GLFunc impl. \n" + " : Version: "+gl.getClassVersion() + "\n" + " Vendor : "+gl.getClassVendor() + "\n" + "Native-Library : GL4Java.GLFunc impl. \n" + " Version: "+gl.getNativeVersion() + "\n" + " Vendor : "+gl.getNativeVendor() + "\n" + "-------------------------------------------------\n" + "Java-Class : GL4Java.GLUFunc impl. \n" + " : Version: "+glu.getClassVersion() + "\n" + " Vendor : "+glu.getClassVendor() + "\n" + "Native-Library : GL4Java.GLUFunc impl. \n" + " Version: "+glu.getNativeVersion() + "\n" + " Vendor : "+glu.getNativeVendor() + "\n" + "-------------------------------------------------\n" + "\n" ; String glVen = gl.glGetString(GLFunc.GL_VENDOR); String glRen = gl.glGetString(GLFunc.GL_RENDERER); String glVer = gl.glGetString(GLFunc.GL_VERSION); String glExt = gl.glGetString(GLFunc.GL_EXTENSIONS); String gluVer = glu.gluGetString(GLUFunc.GLU_VERSION); String gluExt = glu.gluGetString(GLUFunc.GLU_EXTENSIONS); String info2= "OpenGL - Versions \n" + "-----------------------------------------------\n" + "GL VENDOR: "+glVen+"\n"+ "GL RENDERER: "+glRen+"\n"+ "GL VERSION: "+glVer+"\n"+ "GL EXTENSIONS: "+glExt+"\n"+ "GLU VERSION: "+gluVer+"\n"+ "GLU EXTENSIONS: "+gluExt+"\n"+"\n" ; String info3= "OpenGL - Function Test ("+ GLFunc.GL_PROC_NAMES.length +" Functions) \n" + "-----------------------------------------------\n"; if(verbose) { System.out.println(info1); System.out.println(info2); System.out.println(info3); } String h; String tmp; for(int i=0; i