/* -*-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 #include namespace osg { /** Base class for providing Windowing API agnostic access to creating and managing graphics context.*/ class OSG_EXPORT GraphicsContext : public Referenced { public: /** GraphicsContext Traits object provides the specification of what type of graphics context is required.*/ 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), _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; // shared context GraphicsContext* _sharedContext; }; /** Callback to be implemented to provide access to Windowing API's ability to create Windows/pbuffers.*/ struct CreateGraphicContextCallback : public osg::Referenced { virtual GraphicsContext* createGraphicsContext(Traits* traits) = 0; virtual ~CreateGraphicContextCallback() {}; }; /** Set the create graphics context callback - this callback should be supplied by the windows toolkit. */ static void setCreateGraphicsContextCallback(CreateGraphicContextCallback* callback); /** Get the create graphics context callback*/ static CreateGraphicContextCallback* getCreateGraphicsContextCallback(); /** Create a graphics context for a specified set of traits.*/ 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); 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(); /** 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(); /** 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); /** 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); } /** 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; protected: GraphicsContext(); virtual ~GraphicsContext(); ref_ptr _traits; ref_ptr _state; OpenThreads::Mutex _mutex; OpenThreads::Thread* _threadOfLastMakeCurrent; ref_ptr _graphicsThread; }; } #endif