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+/*
+ * 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.jme3.util;
+
+/**
+ * Describes a native object. An encapsulation of a certain object
+ * on the native side of the graphics or audio library.
+ *
+ * This class is used to track when OpenGL and OpenAL native objects are
+ * collected by the garbage collector, and then invoke the proper destructor
+ * on the OpenGL library to delete it from memory.
+ */
+public abstract class NativeObject 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 Class<?> type;
+
+ /**
+ * Creates a new GLObject with the given type. Should be
+ * called by the subclasses.
+ *
+ * @param type The type that the subclass represents.
+ */
+ public NativeObject(Class<?> 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 NativeObject(Class<?> 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;
+ }
+
+ /**
+ * Internal use only. Indicates that the object has changed
+ * and its state needs to be updated.
+ */
+ public void setUpdateNeeded(){
+ updateNeeded = true;
+ }
+
+ /**
+ * Internal use only. Indicates that the state changes were applied.
+ */
+ public void clearUpdateNeeded(){
+ updateNeeded = false;
+ }
+
+ /**
+ * Internal use only. Check if {@link #setUpdateNeeded()} was called before.
+ */
+ public boolean isUpdateNeeded(){
+ return updateNeeded;
+ }
+
+ @Override
+ public String toString(){
+ return "Native" + type.getSimpleName() + " " + id;
+ }
+
+ /**
+ * This should create a deep clone. For a shallow clone, use
+ * createDestructableClone().
+ */
+ @Override
+ protected NativeObject clone(){
+ try{
+ NativeObject obj = (NativeObject) super.clone();
+ obj.handleRef = new Object();
+ obj.id = -1;
+ obj.updateNeeded = true;
+ return obj;
+ }catch (CloneNotSupportedException ex){
+ throw new AssertionError();
+ }
+ }
+
+ /**
+ * Called when the GL context is restarted to reset all IDs. Prevents
+ * "white textures" on display restart.
+ */
+ public abstract void resetObject();
+
+ /**
+ * Deletes the GL object from the GPU when it is no longer used. Called
+ * automatically by the GL object manager.
+ *
+ * @param rendererObject The renderer to be used to delete the object
+ */
+ public abstract void deleteObject(Object rendererObject);
+
+ /**
+ * Creates a shallow clone of this GL Object. The deleteObject method
+ * should be functional for this object.
+ */
+ public abstract NativeObject createDestructableClone();
+}