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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 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;
import java.lang.ref.WeakReference;
import java.nio.Buffer;
/**
* 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 {
public static final int INVALID_ID = -1;
protected static final int OBJTYPE_VERTEXBUFFER = 1,
OBJTYPE_TEXTURE = 2,
OBJTYPE_FRAMEBUFFER = 3,
OBJTYPE_SHADER = 4,
OBJTYPE_SHADERSOURCE = 5,
OBJTYPE_AUDIOBUFFER = 6,
OBJTYPE_AUDIOSTREAM = 7,
OBJTYPE_FILTER = 8,
OBJTYPE_BO = 9;
/**
* The object manager to which this NativeObject is registered to.
*/
protected NativeObjectManager objectManager = null;
/**
* The ID of the object, usually depends on its type.
* Typically returned from calls like glGenTextures, glGenBuffers, etc.
*/
protected int id = INVALID_ID;
/**
* 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;
private WeakReference weakRef;
/**
* Creates a new GLObject. Should be
* called by the subclasses.
*/
public NativeObject(){
this.handleRef = new Object();
}
/**
* Protected constructor that doesn't allocate handle ref.
* This is used in subclasses for the createDestructableClone().
*
* @param id the desired ID
*/
protected NativeObject(int id){
this.id = id;
}
void setNativeObjectManager(NativeObjectManager objectManager) {
this.objectManager = objectManager;
}
/**
* Sets the ID of the NativeObject. 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 != INVALID_ID) {
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.
*
* @return true if an update is needed, otherwise false
*/
public boolean isUpdateNeeded(){
return updateNeeded;
}
@Override
public String toString(){
return "Native" + getClass().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.objectManager = null;
obj.id = INVALID_ID;
obj.updateNeeded = true;
return obj;
} catch (CloneNotSupportedException ex) {
throw new AssertionError();
}
}
/**
* Deletes any associated native {@link Buffer buffers}.
* This is necessary because it is unlikely that native buffers
* will be garbage collected naturally (due to how GC works), therefore
* the collection must be handled manually.
*
* Only implementations that manage native buffers need to override
* this method. Note that the behavior that occurs when a
* deleted native buffer is used is not defined, therefore this
* method is protected
*/
protected void deleteNativeBuffers() {
}
/**
* Package-private version of {@link #deleteNativeBuffers() }, to be used
* from the {@link NativeObjectManager}.
*/
void deleteNativeBuffersInternal() {
deleteNativeBuffers();
}
/**
* 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.
*
* @return a new instance
*/
public abstract NativeObject createDestructableClone();
/**
* Returns a unique ID for this NativeObject. No other NativeObject shall
* have the same ID.
*
* @return unique ID for this NativeObject.
*/
public abstract long getUniqueId();
/**
* Reclaims native resources used by this NativeObject.
* It should be safe to call this method or even use the object
* after it has been reclaimed, unless {@link NativeObjectManager#UNSAFE} is
* set to true, in that case native buffers are also reclaimed which may
* introduce instability.
*/
public void dispose() {
if (objectManager != null) {
objectManager.enqueueUnusedObject(this);
}
}
/**
* Acquire a weak reference to this NativeObject.
*
* @param the type
* @return a weak reference (possibly a pre-existing one)
*/
public WeakReference getWeakRef() {
if (weakRef == null) {
weakRef = new WeakReference<>(this);
}
return (WeakReference) weakRef;
}
}
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