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/*
* 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/*<GraphicsDevice, GL>*/ dummyContextMap = new HashMap();
private static Set/*<GraphicsDevice >*/ 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);
}
}
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