/* * Copyright (c) 2009-2010 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * 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. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "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 THE COPYRIGHT OWNER 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. */ package com.aionemu.gameserver.geoEngine.scene; /** * Describes a GL object. An encapsulation of a certain object * on the native side of the graphics library. * This class is used to track */ public abstract class GLObject implements Cloneable { /** * The ID of the object, usually depends on its type. * Typically returned from calls like glGenTextures, glGenBuffers, etc. */ protected int id = -1; /** * A reference to a "handle". By hard referencing a certain object, it's * possible to find when a certain GLObject is no longer used, and to delete * its instance from the graphics library. */ protected Object handleRef = null; /** * True if the data represented by this GLObject has been changed * and needs to be updated before used. */ protected boolean updateNeeded = true; /** * The type of the GLObject, usually specified by a subclass. */ protected final Type type; public static enum Type { /** * Vertex buffers are used to describe geometry data and it's attributes. */ VertexBuffer, /** * ShaderSource is a shader source code that controls the output of * a certain rendering pipeline, like vertex position or fragment color. */ ShaderSource, /** * A Shader is an aggregation of ShaderSources, collectively * they cooperate to control the vertex and fragment processor. */ Shader, } public GLObject(Type type){ this.type = type; this.handleRef = new Object(); } /** * Protected constructor that doesn't allocate handle ref. * This is used in subclasses for the createDestructableClone(). */ protected GLObject(Type type, int id){ this.type = type; this.id = id; } /** * Sets the ID of the GLObject. This method is used in Renderer and must * not be called by the user. * @param id The ID to set */ public void setId(int id){ if (this.id != -1) throw new IllegalStateException("ID has already been set for this GL object."); this.id = id; } /** * @return The ID of the object. Should not be used by user code in most * cases. */ public int getId(){ return id; } public void setUpdateNeeded(){ updateNeeded = true; } /** * */ public void clearUpdateNeeded(){ updateNeeded = false; } public boolean isUpdateNeeded(){ return updateNeeded; } @Override public String toString(){ return type.name() + " " + Integer.toHexString(hashCode()); } /** * This should create a deep clone. For a shallow clone, use * createDestructableClone(). * * @return */ protected GLObject clone(){ try{ GLObject obj = (GLObject) super.clone(); obj.handleRef = new Object(); obj.id = -1; obj.updateNeeded = true; return obj; }catch (CloneNotSupportedException ex){ throw new AssertionError(); } } // @Override // public boolean equals(Object other){ // if (this == other) // return true; // if (!(other instanceof GLObject)) // return false; // // } // Specialized calls to be used by object manager only. /** * Called when the GL context is restarted to reset all IDs. Prevents * "white textures" on display restart. */ public abstract void resetObject(); /** * Creates a shallow clone of this GL Object. The deleteObject method * should be functional for this object. */ public abstract GLObject createDestructableClone(); }