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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
* 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>
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#include <osg/GraphicsThread>
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namespace osg {
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// forward declare osg::Camera
class Camera;
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/** Base class for providing Windowing API agnostic access to creating and managing graphics context.*/
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class OSG_EXPORT GraphicsContext : public Object
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{
public:
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struct OSG_EXPORT ScreenIdentifier
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{
ScreenIdentifier():
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displayNum(0),
screenNum(0) {}
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ScreenIdentifier(unsigned int in_screenNum):
displayNum(0),
screenNum(in_screenNum) {}
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ScreenIdentifier(const std::string& in_hostName,unsigned int in_displayNum, unsigned int in_screenNum):
hostName(in_hostName),
displayNum(in_displayNum),
screenNum(in_screenNum) {}
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std::string displayName() const;
std::string hostName;
unsigned int displayNum;
unsigned int screenNum;
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};
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/** GraphicsContext Traits object provides the specification of what type of graphics context is required.*/
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struct Traits : public osg::Referenced, public ScreenIdentifier
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{
Traits():
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x(0),
y(0),
width(0),
height(0),
windowDecoration(false),
supportsResize(false),
red(8),
blue(8),
green(8),
alpha(0),
depth(24),
stencil(0),
sampleBuffers(0),
samples(0),
pbuffer(false),
quadBufferStereo(false),
doubleBuffer(false),
target(0),
level(0),
face(0),
mipMapGeneration(false),
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vsync(true),
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useMultiThreadedOpenGLEngine(false),
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useCursor(true),
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sharedContext(0) {}
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// graphics context orginal and size
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int x;
int y;
int width;
int height;
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// window decoration and baviour
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std::string windowName;
bool windowDecoration;
bool supportsResize;
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// buffer depths, 0 equals off.
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unsigned int red;
unsigned int blue;
unsigned int green;
unsigned int alpha;
unsigned int depth;
unsigned int stencil;
// multi sample parameters
unsigned int sampleBuffers;
unsigned int samples;
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// buffer configuration
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bool pbuffer;
bool quadBufferStereo;
bool doubleBuffer;
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// render to texture
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GLenum target;
unsigned int level;
unsigned int face;
unsigned int mipMapGeneration;
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// V-sync
bool vsync;
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// use multithreaded OpenGL-engine (OS X only)
bool useMultiThreadedOpenGLEngine;
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// enable cursor
bool useCursor;
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// shared context
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GraphicsContext* sharedContext;
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osg::ref_ptr<osg::Referenced> inheritedWindowData;
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};
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/** Callback to be implemented to provide access to Windowing API's ability to create Windows/pbuffers.*/
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struct WindowingSystemInterface : public osg::Referenced
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{
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virtual unsigned int getNumScreens(const ScreenIdentifier& screenIdentifier = ScreenIdentifier()) = 0;
virtual void getScreenResolution(const ScreenIdentifier& screenIdentifier, unsigned int& width, unsigned int& height) = 0;
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virtual bool setScreenResolution(const ScreenIdentifier& /*screenIdentifier*/, unsigned int /*width*/, unsigned int /*height*/) { return false; }
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virtual bool setScreenRefreshRate(const ScreenIdentifier& /*screenIdentifier*/, double /*refreshRate*/) { return false; }
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virtual GraphicsContext* createGraphicsContext(Traits* traits) = 0;
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virtual ~WindowingSystemInterface() {};
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};
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/** Set the querry the windowing system for screens and create graphics context - this functor should be supplied by the windows toolkit. */
static void setWindowingSystemInterface(WindowingSystemInterface* wsInterface);
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/** Get the WindowingSystemInterface*/
static WindowingSystemInterface* getWindowingSystemInterface();
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/** Create a graphics context for a specified set of traits.*/
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static GraphicsContext* createGraphicsContext(Traits* traits);
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/** 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:
/** Add operation to end of OperationQueue.*/
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void add(Operation* operation);
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/** Remove operation from OperationQueue.*/
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void remove(Operation* operation);
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/** Remove named operation from OperationQueue.*/
void remove(const std::string& name);
/** Remove all operations from OperationQueue.*/
void removeAllOperations();
/** Run the operations. */
void runOperations();
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typedef std::list< ref_ptr<Operation> > OperationQueue;
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/** Get the operations queue, not you must use the OperationsMutex when accessing the queue.*/
OperationQueue& getOperationsQueue() { return _operations; }
/** Get the operations queue mutex.*/
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OpenThreads::Mutex* getOperationsMutex() { return &_operationsMutex; }
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/** Get the operations queue block used to mark an empty queue, if you end items into the empty queu you must release this block.*/
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osg::RefBlock* getOperationsBlock() { return _operationsBlock.get(); }
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/** Get the current operations that is being run.*/
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Operation* getCurrentOperation() { return _currentOperation.get(); }
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public:
/** Get the traits of the GraphicsContext.*/
inline const Traits* getTraits() const { return _traits.get(); }
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/** Return whether a valid and usable GraphicsContext has been created.*/
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virtual bool valid() const = 0;
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/** 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(); }
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/** Sets the clear color. */
inline void setClearColor(const Vec4& color) { _clearColor = color; }
/** Returns the clear color. */
inline const Vec4& getClearColor() const { return _clearColor; }
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/** Set the clear mask used in glClear(..).
* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
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/** Get the clear mask.*/
inline GLbitfield getClearMask() const { return _clearMask; }
/** Do an OpenGL clear of the full graphics context/window.
* Note, must only be called from a thread with this context current.*/
virtual void clear();
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/** Realise the GraphicsContext.*/
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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);
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/** 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(); }
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/** Make this graphics context current.
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* Implementated by calling makeCurrentImplementation().
* Returns true on success. */
bool makeCurrent();
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/** Make this graphics context current with specified read context.
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* Implementated by calling makeContextCurrentImplementation().
* Returns true on success. */
bool makeContextCurrent(GraphicsContext* readContext);
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/** Release the graphics context.
* Returns true on success. */
bool releaseContext();
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/** Return true if the current thread has this OpenGL graphics context.*/
inline bool isCurrent() const { return _threadOfLastMakeCurrent == OpenThreads::Thread::CurrentThread(); }
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/** 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();
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/** Assign a graphics thread to the graphics context, so that the thread handles all OpenGL operations.*/
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void setGraphicsThread(OperationsThread* gt);
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/** Get the graphics thread assigned the graphics context.*/
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OperationsThread* getGraphicsThread() { return _graphicsThread.get(); }
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/** Get the const graphics thread assigned the graphics context.*/
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const OperationsThread* getGraphicsThread() const { return _graphicsThread.get(); }
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/** 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. */
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virtual bool makeCurrentImplementation() = 0;
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/** Make this graphics context current with specified read context implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
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virtual bool makeContextCurrentImplementation(GraphicsContext* readContext) = 0;
/** Release the graphics context implementation.*/
virtual bool releaseContextImplementation() = 0;
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/** 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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/** resized method should be called when the underlying window has been resized and the GraphicsWindow and associated Cameras must
be updated to keep in sync with the new size. */
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void resized(int x, int y, int width, int height)
{
if (_resizedCallback.valid()) _resizedCallback->resizedImplementation(this, x, y, width, height);
else resizedImplementation(x, y, width, height);
}
struct ResizedCallback : public osg::Referenced
{
virtual void resizedImplementation(GraphicsContext* gc, int x, int y, int width, int height) = 0;
};
/** Set the resized callback which overrides the GraphicsConext::realizedImplementation(), allow developers to provide custom behavior
* in response to a window being resized.*/
void setResizedCallback(ResizedCallback* rc) { _resizedCallback = rc; }
/** Get the resized callback which overrides the GraphicsConext::realizedImplementation().*/
ResizedCallback* getResizedCallback() { return _resizedCallback.get(); }
/** Get the const resized callback which overrides the GraphicsConext::realizedImplementation().*/
const ResizedCallback* getResizedCallback() const { return _resizedCallback.get(); }
/** resized implementation, by default resizes the viewports and aspect ratios the cameras associated with the graphics Window. */
virtual void resizedImplementation(int x, int y, int width, int height);
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typedef std::list< osg::Camera* > Cameras;
/** Get the the list of cameras associated with this graphics context.*/
Cameras& getCameras() { return _cameras; }
/** Get the the const list of cameras associated with this graphics context.*/
const Cameras& getCameras() const { return _cameras; }
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protected:
GraphicsContext();
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GraphicsContext(const GraphicsContext&, const osg::CopyOp&);
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virtual ~GraphicsContext();
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virtual Object* cloneType() const { return 0; }
virtual Object* clone(const CopyOp&) const { return 0; }
virtual bool isSameKindAs(const Object* object) const { return dynamic_cast<const GraphicsContext*>(object)!=0; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "GraphicsContext"; }
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void addCamera(osg::Camera* camera);
void removeCamera(osg::Camera* camera);
Cameras _cameras;
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friend class osg::Camera;
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ref_ptr<Traits> _traits;
ref_ptr<State> _state;
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Vec4 _clearColor;
GLbitfield _clearMask;
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OpenThreads::Thread* _threadOfLastMakeCurrent;
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OpenThreads::Mutex _operationsMutex;
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osg::ref_ptr<osg::RefBlock> _operationsBlock;
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OperationQueue _operations;
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osg::ref_ptr<Operation> _currentOperation;
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ref_ptr<OperationsThread> _graphicsThread;
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ref_ptr<ResizedCallback> _resizedCallback;
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};
}
#endif