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PixelFormat.java from Lightweight Java Game Library at Krugle


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/*
 * Copyright (c) 2002-2004 LWJGL Project
 * 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 'LWJGL' 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 org.lwjgl.d3d;

/**
 * This class describes pixel format properties for an OpenGL context. Instances
 * of this class is used as arguments to Display.create(), Pbuffer.create() and
 * AWTGLCanvas, to indicate minimum required properties.
 *
 * WARNING: Some pixel formats are known to cause troubles on certain buggy drivers.
 *          Example: Under Windows, specifying samples != 0 will enable the ARB
 *          pixel format selection path, which could trigger a crash.
 *
 * @author elias_naur@sourceforge.net
 * @version $Revision: 2361 $
 */

public final class PixelFormat {
    /**
     * The number of bits per pixel, exluding alpha. 
     * This parameter is ignored in Display.create().
     */
    private final int bpp;
    /** The number of alpha bits. */
    private final int alpha;
    /** The number of depth buffer bits*/
    private final int depth;
    /** The number of stencil bits */
    private final int stencil;
    /**
     * The number of samples to use in anti-aliasing.
     * 0 means that anti-aliasing is disabled.
     */
    private final int samples;
    /** The number of auxilliary buffers */
    private final int num_aux_buffers;
    /** The number of bits per pixel in the accumulation buffer */
    private final int accum_bpp;
    /** The number of alpha bits in the accumulation buffer */
    private final int accum_alpha;
    /** Whether this format requires a stereo buffer */
    private final boolean stereo;
    /** Whether this format specifies a floating point format */
    private final boolean floating_point;

    /**
     * Default pixel format is minimum 8 bits depth, and no alpha
     * nor stencil requirements.
     */
    public PixelFormat() {
        this(0, 8, 0);
    }

    public PixelFormat(int alpha, int depth, int stencil) {
        this(alpha, depth, stencil, 0);
    }

    public PixelFormat(int alpha, int depth, int stencil, int samples) {
        this(0, alpha, depth, stencil, samples);
    }

    public PixelFormat(int bpp, int alpha, int depth, int stencil, int samples) {
        this(bpp, alpha, depth, stencil, samples, 0, 0, 0, false);
    }

    public PixelFormat(int bpp, int alpha, int depth, int stencil, int samples, int num_aux_buffers, int accum_bpp, int accum_alpha, boolean stereo) {
        this(bpp, alpha, depth, stencil, samples, num_aux_buffers, accum_bpp, accum_alpha, stereo, false);
    }

    public PixelFormat(int bpp, int alpha, int depth, int stencil, int samples, int num_aux_buffers, int accum_bpp, int accum_alpha, boolean stereo, boolean floating_point) {
        this.bpp = bpp;
        this.alpha = alpha;
        this.depth = depth;
        this.stencil = stencil;
        this.samples = samples;
        this.num_aux_buffers = num_aux_buffers;
        this.accum_bpp = accum_bpp;
        this.accum_alpha = accum_alpha;
        this.stereo = stereo;
        this.floating_point = floating_point;
    }

    public int getBitsPerPixel() {
        return bpp;
    }

    public int getAlphaBits() {
        return alpha;
    }

    public int getDepthBits() {
        return depth;
    }

    public int getStencilBits() {
        return stencil;
    }

    public int getSamples() {
        return samples;
    }

    public int getAuxBuffers() {
        return num_aux_buffers;
    }

    public int getAccumulationBitsPerPixel() {
        return accum_bpp;
    }

    public int getAccumulationAlpha() {
        return accum_alpha;
    }

    public boolean isStereo() {
        return stereo;
    }
    
    public boolean isFloatingPoint() {
        return floating_point;
    }
}




See more files for this project here

Lightweight Java Game Library

A Java Game Library extension: 1. Handles the graphics, sound, and input simply 2. Wraps OpenGL, OpenAL, fmod3 and DevIL 3. Hires timers LWJGL currently supports Linux, Mac OS X (10.2 and above) and Windows (98 and above).

Project homepage: http://sourceforge.net/projects/java-game-lib
Programming language(s): C,Java
License: other

  Context.java
  ContextImplementation.java
  D3DAdapterIdentifier9.java
  D3DBox.java
  D3DCaps9.java
  D3DClipStatus9.java
  D3DColorValue.java
  D3DDeviceCreationParameters.java
  D3DDisplaymode.java
  D3DDisplaymodeEx.java
  D3DDisplaymodeFilter.java
  D3DGammaRamp.java
  D3DIndexBufferDesc.java
  D3DLight9.java
  D3DLockedBox.java
  D3DLockedRect.java
  D3DMaterial9.java
  D3DMatrix.java
  D3DPShaderCaps2_0.java
  D3DPresentParameters.java
  D3DPresentStats.java
  D3DRasterStatus.java
  D3DRectPatchInfo.java
  D3DRegionData.java
  D3DRegionDataHeader.java
  D3DSsurfaceDesc.java
  D3DSurfaceDesc.java
  D3DTriPatchInfo.java
  D3DUtil.java
  D3DVShaderCaps2_0.java
  D3DVector.java
  D3DVertexBufferDesc.java
  D3DVertexElement9.java
  D3DViewport9.java
  D3DVolumeDesc.java
  Direct3DConstants.java
  Display.java
  DisplayImplementation.java
  DisplayMode.java
  Drawable.java
  EventQueue.java
  GUID.java
  GlobalLock.java
  IDirect3D9.java
  IDirect3D9Ex.java
  IDirect3DBaseTexture9.java
  IDirect3DCubeTexture9.java
  IDirect3DDevice9.java
  IDirect3DDevice9Ex.java
  IDirect3DIndexBuffer9.java
  IDirect3DPixelShader9.java
  IDirect3DQuery9.java
  IDirect3DResource9.java
  IDirect3DStateBlock9.java
  IDirect3DSurface9.java
  IDirect3DSwapChain9.java
  IDirect3DSwapChain9Ex.java
  IDirect3DTexture9.java
  IDirect3DVertexBuffer9.java
  IDirect3DVertexDeclaration9.java
  IDirect3DVertexShader9.java
  IDirect3DVolume9.java
  IDirect3DVolumeTexture9.java
  InputImplementation.java
  LUID.java
  NewDisplay.java
  PaletteEntry.java
  PeerInfo.java
  PixelFormat.java
  Point.java
  Rectangle.java
  RegionData.java
  RegionDataHeader.java
  WindowsContextImplementation.java
  WindowsDirectInput.java
  WindowsDirectInput3.java
  WindowsDirectInput8.java
  WindowsDirectInputDevice.java
  WindowsDirectInputDevice3.java
  WindowsDirectInputDevice8.java
  WindowsDirectInputDeviceObjectCallback.java
  WindowsDisplay.java
  WindowsDisplayPeerInfo.java
  WindowsFileVersion.java
  WindowsKeyboard.java
  WindowsKeycodes.java
  WindowsMouse.java
  WindowsPeerInfo.java
  WindowsRegistry.java