/*
* 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();
}