OpenSceneGraph/include/osg/GraphicsContext

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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>
#include <osg/GraphicsThread>
#include <osg/Timer>
#include <vector>
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namespace osg {
// forward declare osg::Camera
class Camera;
/** Base class for providing Windowing API agnostic access to creating and managing graphics context.*/
class OSG_EXPORT GraphicsContext : public Object
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{
public:
struct OSG_EXPORT ScreenIdentifier
{
ScreenIdentifier();
ScreenIdentifier(int in_screenNum);
ScreenIdentifier(const std::string& in_hostName,int in_displayNum, int in_screenNum);
/** Return the display name in the form hostName::displayNum:screenNum. */
std::string displayName() const;
/** Read the DISPLAY environmental variable, and set the ScreenIdentifier accordingly.
* Note, if either of displayNum or screenNum are not defined then -1 is set respectively to
* signify the this parameter has not been set. When parameters are undefined one can call
* call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */
void readDISPLAY();
/** Set the screenIndentifier from the displayName string.
* Note, if either of displayNum or screenNum are not defined then -1 is set respectively to
* signify the this parameter has not been set. When parameters are undefined one can call
* call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */
void setScreenIdentifier(const std::string& displayName);
/** Set any undefined displayNum or screenNum values (i.e. -1) to the default display & screen of 0 respectively.*/
void setUndefinedScreenDetailsToDefaultScreen()
{
if (displayNum<0) displayNum = 0;
if (screenNum<0) screenNum = 0;
}
std::string hostName;
int displayNum;
int screenNum;
};
/** GraphicsContext Traits object provides the specification of what type of graphics context is required.*/
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struct OSG_EXPORT Traits : public osg::Referenced, public ScreenIdentifier
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{
Traits(DisplaySettings* ds=0);
// graphics context original and size
int x;
int y;
int width;
int height;
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// window decoration and behaviour
std::string windowName;
bool windowDecoration;
bool supportsResize;
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// buffer depths, 0 equals off.
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
bool pbuffer;
bool quadBufferStereo;
bool doubleBuffer;
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// render to texture
GLenum target;
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GLenum format;
unsigned int level;
unsigned int face;
unsigned int mipMapGeneration;
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// V-sync
bool vsync;
// use multithreaded OpenGL-engine (OS X only)
bool useMultiThreadedOpenGLEngine;
// enable cursor
bool useCursor;
// settings used in set up of graphics context, only presently used by GL3 build of OSG.
std::string glContextVersion;
unsigned int glContextFlags;
unsigned int glContextProfileMask;
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// shared context
GraphicsContext* sharedContext;
osg::ref_ptr<osg::Referenced> inheritedWindowData;
// ask the GraphicsWindow implementation to set the pixel format of an inherited window
bool setInheritedWindowPixelFormat;
// X11 hint whether to override the window managers window size/position redirection
bool overrideRedirect;
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};
/** Simple resolution structure used by WindowingSystemInterface to get and set screen resolution.
* Note the '0' value stands for 'unset'. */
struct ScreenSettings {
ScreenSettings() :
width(0),
height(0),
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refreshRate(0),
colorDepth(0)
{}
ScreenSettings(int width, int height, double refreshRate=0, unsigned int colorDepth=0) :
width(width),
height(height),
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refreshRate(refreshRate),
colorDepth(colorDepth)
{}
int width;
int height;
double refreshRate; ///< Screen refresh rate, in Hz.
unsigned int colorDepth; ///< RGB(A) color buffer depth.
};
typedef std::vector<ScreenSettings> ScreenSettingsList;
/** Callback to be implemented to provide access to Windowing API's ability to create Windows/pbuffers.*/
struct WindowingSystemInterface : public osg::Referenced
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{
virtual unsigned int getNumScreens(const ScreenIdentifier& screenIdentifier = ScreenIdentifier()) = 0;
virtual void getScreenSettings(const ScreenIdentifier& screenIdentifier, ScreenSettings & resolution) = 0;
virtual bool setScreenSettings(const ScreenIdentifier& /*screenIdentifier*/, const ScreenSettings & /*resolution*/) { return false; }
virtual void enumerateScreenSettings(const ScreenIdentifier& screenIdentifier, ScreenSettingsList & resolutionList) = 0;
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virtual GraphicsContext* createGraphicsContext(Traits* traits) = 0;
virtual ~WindowingSystemInterface() {}
/** Gets screen resolution without using the ScreenResolution structure.
* \deprecated Provided only for backward compatibility. */
inline void getScreenResolution(const ScreenIdentifier& screenIdentifier, unsigned int& width, unsigned int& height)
{
ScreenSettings settings;
getScreenSettings(screenIdentifier, settings);
width = settings.width;
height = settings.height;
}
/** Sets screen resolution without using the ScreenSettings structure.
* \deprecated Provided only for backward compatibility. */
inline bool setScreenResolution(const ScreenIdentifier& screenIdentifier, unsigned int width, unsigned int height)
{
return setScreenSettings(screenIdentifier, ScreenSettings(width, height));
}
/** \deprecated Provided only for backward compatibility. */
inline bool setScreenRefreshRate(const ScreenIdentifier& screenIdentifier, double refreshRate)
{
ScreenSettings settings;
getScreenSettings(screenIdentifier, settings);
settings.refreshRate = refreshRate;
return setScreenSettings(screenIdentifier, settings);
}
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};
/** Set the query 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);
/** 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();
/** Get the current max ContextID.*/
static unsigned int getMaxContextID();
/** Increment the usage count associate with a contextID. The usage count specifies 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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typedef std::vector<GraphicsContext*> GraphicsContexts;
/** Get all the registered graphics contexts.*/
static GraphicsContexts getAllRegisteredGraphicsContexts();
/** Get all the registered graphics contexts associated with a specific contextID.*/
static GraphicsContexts getRegisteredGraphicsContexts(unsigned int contextID);
/** Get the GraphicsContext for doing background compilation for GraphicsContexts associated with specified contextID.*/
static void setCompileContext(unsigned int contextID, GraphicsContext* gc);
/** Get existing or create a new GraphicsContext to do background compilation for GraphicsContexts associated with specified contextID.*/
static GraphicsContext* getOrCreateCompileContext(unsigned int contextID);
/** Get the GraphicsContext for doing background compilation for GraphicsContexts associated with specified contextID.*/
static GraphicsContext* getCompileContext(unsigned int contextID);
public:
/** Add operation to end of OperationQueue.*/
void add(Operation* operation);
/** Remove operation from OperationQueue.*/
void remove(Operation* operation);
/** Remove named operation from OperationQueue.*/
void remove(const std::string& name);
/** Remove all operations from OperationQueue.*/
void removeAllOperations();
/** Run the operations. */
void runOperations();
typedef std::list< ref_ptr<Operation> > GraphicsOperationQueue;
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/** Get the operations queue, not you must use the OperationsMutex when accessing the queue.*/
GraphicsOperationQueue& getOperationsQueue() { return _operations; }
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/** Get the operations queue mutex.*/
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 queue you must release this block.*/
osg::RefBlock* getOperationsBlock() { return _operationsBlock.get(); }
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/** Get the current operations that is being run.*/
Operation* getCurrentOperation() { return _currentOperation.get(); }
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public:
/** Get the traits of the GraphicsContext.*/
inline const Traits* getTraits() const { return _traits.get(); }
/** Return whether a valid and usable GraphicsContext has been created.*/
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(); }
/** 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 0 - so no clear is done by default by the GraphicsContext, instead the Camera's attached the GraphicsContext will do the clear.
* GraphicsContext::setClearMask() is useful for when the Camera's Viewports don't conver the whole context, so the context will fill in the gaps. */
inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
/** 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();
double getTimeSinceLastClear() const { return osg::Timer::instance()->delta_s(_lastClearTick, osg::Timer::instance()->tick()); }
/** Realize 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 realized and is ready to use.*/
inline bool isRealized() const { return isRealizedImplementation(); }
/** Make this graphics context current.
* Implemented by calling makeCurrentImplementation().
* Returns true on success. */
bool makeCurrent();
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/** Make this graphics context current with specified read context.
* Implemented 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();
/** 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(); }
/** Realize the GraphicsContext implementation,
* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
virtual bool realizeImplementation() = 0;
/** Return true if the graphics context has been realized, and is ready to use, implementation.
* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
virtual bool isRealizedImplementation() const = 0;
/** Close the graphics context implementation.
* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
virtual void closeImplementation() = 0;
/** Make this graphics context current implementation.
* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
virtual bool makeCurrentImplementation() = 0;
/** Make this graphics context current with specified read context implementation.
* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
virtual bool makeContextCurrentImplementation(GraphicsContext* readContext) = 0;
/** Release the graphics context implementation.*/
virtual bool releaseContextImplementation() = 0;
/** Pure virtual, Bind the graphics context to associated texture implementation.
* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
virtual void bindPBufferToTextureImplementation(GLenum buffer) = 0;
/** Swap the front and back buffers implementation.
* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
virtual void swapBuffersImplementation() = 0;
/** 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. */
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);
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; }
public:
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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protected:
GraphicsContext();
GraphicsContext(const GraphicsContext&, const osg::CopyOp&);
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virtual ~GraphicsContext();
virtual Object* cloneType() const { return 0; }
virtual Object* clone(const CopyOp&) const { return 0; }
/** Register a GraphicsContext.*/
static void registerGraphicsContext(GraphicsContext* gc);
/** Unregister a GraphicsContext.*/
static void unregisterGraphicsContext(GraphicsContext* gc);
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;
Vec4 _clearColor;
GLbitfield _clearMask;
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OpenThreads::Thread* _threadOfLastMakeCurrent;
OpenThreads::Mutex _operationsMutex;
osg::ref_ptr<osg::RefBlock> _operationsBlock;
GraphicsOperationQueue _operations;
osg::ref_ptr<Operation> _currentOperation;
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ref_ptr<GraphicsThread> _graphicsThread;
ref_ptr<ResizedCallback> _resizedCallback;
Timer_t _lastClearTick;
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};
}
#endif