/* * 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 * MIDROSYSTEMS, 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.impl.windows; import java.awt.Component; import java.awt.Frame; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.util.HashMap; import java.util.HashSet; import java.util.Map; import java.util.Set; import net.java.games.jogl.*; import net.java.games.jogl.impl.*; public class WindowsGLContextFactory extends GLContextFactory { // On Windows we want to be able to use some extension routines like // wglChoosePixelFormatARB during the creation of the user's first // GLContext. However, this and other routines' function pointers // aren't loaded by the driver until the first OpenGL context is // created. The standard way of working around this chicken-and-egg // problem is to create a dummy window, show it, send it a paint // message, create an OpenGL context, fetch the needed function // pointers, and then destroy the dummy window and context. In JOGL // since we closely associate the contexts with components we leave // the dummy window around as it should not have a large footprint // impact. private static Map/**/ dummyContextMap = new HashMap(); private static Set/**/ pendingContextSet = new HashSet(); public GraphicsConfiguration chooseGraphicsConfiguration(GLCapabilities capabilities, GLCapabilitiesChooser chooser, GraphicsDevice device) { return null; } public GLContext createGLContext(Component component, GLCapabilities capabilities, GLCapabilitiesChooser chooser, GLContext shareWith) { if (component != null) { return new WindowsOnscreenGLContext(component, capabilities, chooser, shareWith); } else { return new WindowsOffscreenGLContext(capabilities, chooser, shareWith); } } public static GL getDummyGLContext(final GraphicsDevice device) { GL gl = (GL) dummyContextMap.get(device); if (gl != null) { return gl; } if (!pendingContextSet.contains(device)) { pendingContextSet.add(device); GraphicsConfiguration config = device.getDefaultConfiguration(); Frame frame = new Frame(config); frame.setUndecorated(true); GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities(), null, null, device); canvas.addGLEventListener(new GLEventListener() { public void init(GLDrawable drawable) { pendingContextSet.remove(device); dummyContextMap.put(device, drawable.getGL()); } public void display(GLDrawable drawable) { } public void reshape(GLDrawable drawable, int x, int y, int width, int height) { } public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) { } }); canvas.setSize(0, 0); frame.add(canvas); frame.pack(); frame.show(); canvas.display(); } return (GL) dummyContextMap.get(device); } }