OpenSceneGraph/include/osg/GraphicsContext

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_GRAPHICSCONTEXT
#define OSG_GRAPHICSCONTEXT 1
#include <osg/State>
#include <osg/GraphicsThread>
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namespace osg {
/** Base class for providing Windowing API agnostic access to creating and managing graphics context.*/
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class OSG_EXPORT GraphicsContext : public Referenced
{
public:
/** GraphicsContext Traits object provides the specification of what type of graphics context is required.*/
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struct Traits : public osg::Referenced
{
Traits():
_displayNum(0),
_screenNum(0),
_x(0),
_y(0),
_width(0),
_height(0),
_windowDecoration(false),
_supportsResize(false),
_red(8),
_blue(8),
_green(8),
_alpha(0),
_depth(24),
_stencil(0),
_pbuffer(false),
_quadBufferStereo(false),
_doubleBuffer(false),
_target(0),
_level(0),
_face(0),
_mipMapGeneration(false),
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_sharedContext() {}
// where graphic context is be hosted.
std::string _hostName;
unsigned int _displayNum;
unsigned int _screenNum;
// graphics context orginal and size
unsigned int _x;
unsigned int _y;
unsigned int _width;
unsigned int _height;
// window decoration and baviour
std::string _windowName;
bool _windowDecoration;
bool _supportsResize;
// buffer depths, 0 equals off.
unsigned int _red;
unsigned int _blue;
unsigned int _green;
unsigned int _alpha;
unsigned int _depth;
unsigned int _stencil;
// buffer configuration
bool _pbuffer;
bool _quadBufferStereo;
bool _doubleBuffer;
// render to texture
GLenum _target;
unsigned int _level;
unsigned int _face;
unsigned int _mipMapGeneration;
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// shared context
GraphicsContext* _sharedContext;
};
/** Callback to be implemented to provide access to Windowing API's ability to create Windows/pbuffers.*/
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struct CreateGraphicContexCallback : public osg::Referenced
{
virtual GraphicsContext* createGraphicsContext(Traits* traits) = 0;
virtual ~CreateGraphicContexCallback() {};
};
/** Set the create graphics context callback - this callback should be supplied by the windows toolkit. */
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static void setCreateGraphicsContextCallback(CreateGraphicContexCallback* callback);
/** Get the create graphics context callback*/
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static CreateGraphicContexCallback* getCreateGraphicsContextCallback();
/** Create a graphics context for a specified set of traits.*/
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static GraphicsContext* createGraphicsContext(Traits* traits);
/** Create a contextID for a new graphics context, this contextID is used to set up the osg::State associate with context.
* Automatically increments the usage count of the contextID to 1.*/
static unsigned int createNewContextID();
/** Increment the usage count associate with a contextID. The usage count speficies how many graphics contexts a specific contextID is shared between.*/
static void incrementContextIDUsageCount(unsigned int contextID);
/** Decrement the usage count associate with a contextID. Once the contextID goes to 0 the contextID is then free to be reused.*/
static void decrementContextIDUsageCount(unsigned int contextID);
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public:
/** Get the traits of the GraphicsContext.*/
inline const Traits* getTraits() const { return _traits.get(); }
/** Set the State object which tracks the current OpenGL state for this graphics context.*/
inline void setState(State* state) { _state = state; }
/** Get the State object which tracks the current OpenGL state for this graphics context.*/
inline State* getState() { return _state.get(); }
/** Get the const State object which tracks the current OpenGL state for this graphics context.*/
inline const State* getState() const { return _state.get(); }
/** Realise the GraphicsContext.*/
bool realize();
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/** close the graphics context.
* close(bool) stops any associated graphics threads, releases the contextID for the GraphicsContext then
* optional calls closeImplementation() to do the actual deletion of the graphics. This call is made optional
* as there are times when the graphics context has already been deleted externally and only the OSG side
* of the its data need to be closed down. */
void close(bool callCloseImplementation=true);
/** swap the front and back buffers.*/
void swapBuffers();
/** Return true if the graphics context has been realised and is ready to use.*/
inline bool isRealized() const { return isRealizedImplementation(); }
/** Make this graphics context current.
* Implementated by first aquiring a lock of the GraphicsContext mutex, and then doing a call to makeCurrentImplementation(). */
void makeCurrent();
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/** Make this graphics context current with specified read context.
* Implementated by first aquiring a lock of the GraphicsContext mutex, and then doing a call to makeContextCurrentImplementation(). */
void makeContextCurrent(GraphicsContext* readContext);
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/** Release the graphics context by unlocking the GraphicsContext mutex.*/
void releaseContext();
/** Return true if the current thread has this OpenGL graphics context.*/
inline bool isCurrent() const { return _threadOfLastMakeCurrent == OpenThreads::Thread::CurrentThread(); }
/** Bind the graphics context to associated texture.*/
inline void bindPBufferToTexture(GLenum buffer) { bindPBufferToTextureImplementation(buffer); }
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/** Create a graphics thread to the graphics context, so that the thread handles all OpenGL operations.*/
void createGraphicsThread();
/** Assign a graphics thread to the graphics context, so that the thread handles all OpenGL operations.*/
void setGraphicsThread(GraphicsThread* gt);
/** Get the graphics thread assigned the graphics context.*/
GraphicsThread* getGraphicsThread() { return _graphicsThread.get(); }
/** Get the const graphics thread assigned the graphics context.*/
const GraphicsThread* getGraphicsThread() const { return _graphicsThread.get(); }
/** Realise the GraphicsContext implementation,
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual bool realizeImplementation() = 0;
/** Return true if the graphics context has been realised, and is ready to use, implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual bool isRealizedImplementation() const = 0;
/** Close the graphics context implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual void closeImplementation() = 0;
/** Make this graphics context current implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual void makeCurrentImplementation() = 0;
/** Make this graphics context current with specified read context implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual void makeContextCurrentImplementation(GraphicsContext* readContext) = 0;
/** Pure virtual, Bind the graphics context to associated texture implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual void bindPBufferToTextureImplementation(GLenum buffer) = 0;
/** Swap the front and back buffers implementation.
* Pure virtual - must be implemented by Concrate implementations of GraphicsContext. */
virtual void swapBuffersImplementation() = 0;
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protected:
GraphicsContext();
virtual ~GraphicsContext();
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ref_ptr<Traits> _traits;
ref_ptr<State> _state;
OpenThreads::Mutex _mutex;
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OpenThreads::Thread* _threadOfLastMakeCurrent;
ref_ptr<GraphicsThread> _graphicsThread;
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};
}
#endif