d7b161078a
* support for NPOT-textures on IOS * support for FBOs (only renderToTexture for now) on IOS (should work for other OpenGL ES 1/2 targets, too) * FileUtils-support for IOS"
526 lines
23 KiB
C++
526 lines
23 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_GRAPHICSCONTEXT
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#define OSG_GRAPHICSCONTEXT 1
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#include <osg/State>
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#include <osg/GraphicsThread>
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#include <osg/Timer>
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#include <vector>
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namespace osg {
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// forward declare osg::Camera
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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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{
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public:
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struct OSG_EXPORT ScreenIdentifier
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{
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ScreenIdentifier();
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ScreenIdentifier(int in_screenNum);
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ScreenIdentifier(const std::string& in_hostName,int in_displayNum, int in_screenNum);
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/** Return the display name in the form hostName::displayNum:screenNum. */
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std::string displayName() const;
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/** Read the DISPLAY environmental variable, and set the ScreenIdentifier accordingly.
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* Note, if either of displayNum or screenNum are not defined then -1 is set respectively to
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* signify the this parameter has not been set. When parameters are undefined one can call
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* call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */
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void readDISPLAY();
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/** Set the screenIndentifier from the displayName string.
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* Note, if either of displayNum or screenNum are not defined then -1 is set respectively to
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* signify the this parameter has not been set. When parameters are undefined one can call
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* call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */
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void setScreenIdentifier(const std::string& displayName);
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/** Set any undefined displayNum or screenNum values (i.e. -1) to the default display & screen of 0 respectively.*/
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void setUndefinedScreenDetailsToDefaultScreen()
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{
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if (displayNum<0) displayNum = 0;
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if (screenNum<0) screenNum = 0;
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}
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std::string hostName;
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int displayNum;
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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 OSG_EXPORT Traits : public osg::Referenced, public ScreenIdentifier
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{
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Traits(DisplaySettings* ds=0);
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// graphics context original and size
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int x;
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int y;
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int width;
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int height;
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// window decoration and behaviour
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std::string windowName;
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bool windowDecoration;
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bool supportsResize;
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// buffer depths, 0 equals off.
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unsigned int red;
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unsigned int blue;
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unsigned int green;
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unsigned int alpha;
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unsigned int depth;
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unsigned int stencil;
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// multi sample parameters
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unsigned int sampleBuffers;
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unsigned int samples;
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// buffer configuration
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bool pbuffer;
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bool quadBufferStereo;
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bool doubleBuffer;
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// render to texture
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GLenum target;
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GLenum format;
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unsigned int level;
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unsigned int face;
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unsigned int mipMapGeneration;
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// V-sync
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bool vsync;
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// use multithreaded OpenGL-engine (OS X only)
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bool useMultiThreadedOpenGLEngine;
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// enable cursor
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bool useCursor;
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// settings used in set up of graphics context, only presently used by GL3 build of OSG.
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std::string glContextVersion;
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unsigned int glContextFlags;
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unsigned int glContextProfileMask;
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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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// ask the GraphicsWindow implementation to set the pixel format of an inherited window
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bool setInheritedWindowPixelFormat;
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// X11 hint whether to override the window managers window size/position redirection
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bool overrideRedirect;
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DisplaySettings::SwapMethod swapMethod;
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};
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/** Simple resolution structure used by WindowingSystemInterface to get and set screen resolution.
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* Note the '0' value stands for 'unset'. */
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struct ScreenSettings {
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ScreenSettings() :
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width(0),
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height(0),
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refreshRate(0),
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colorDepth(0)
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{}
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ScreenSettings(int width, int height, double refreshRate=0, unsigned int colorDepth=0) :
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width(width),
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height(height),
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refreshRate(refreshRate),
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colorDepth(colorDepth)
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{}
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int width;
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int height;
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double refreshRate; ///< Screen refresh rate, in Hz.
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unsigned int colorDepth; ///< RGB(A) color buffer depth.
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};
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typedef std::vector<ScreenSettings> ScreenSettingsList;
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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;
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virtual void getScreenSettings(const ScreenIdentifier& screenIdentifier, ScreenSettings & resolution) = 0;
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virtual bool setScreenSettings(const ScreenIdentifier& /*screenIdentifier*/, const ScreenSettings & /*resolution*/) { return false; }
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virtual void enumerateScreenSettings(const ScreenIdentifier& screenIdentifier, ScreenSettingsList & resolutionList) = 0;
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virtual GraphicsContext* createGraphicsContext(Traits* traits) = 0;
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virtual ~WindowingSystemInterface() {}
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/** Gets screen resolution without using the ScreenResolution structure.
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* \deprecated Provided only for backward compatibility. */
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inline void getScreenResolution(const ScreenIdentifier& screenIdentifier, unsigned int& width, unsigned int& height)
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{
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ScreenSettings settings;
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getScreenSettings(screenIdentifier, settings);
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width = settings.width;
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height = settings.height;
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}
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/** Sets screen resolution without using the ScreenSettings structure.
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* \deprecated Provided only for backward compatibility. */
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inline bool setScreenResolution(const ScreenIdentifier& screenIdentifier, unsigned int width, unsigned int height)
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{
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return setScreenSettings(screenIdentifier, ScreenSettings(width, height));
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}
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/** \deprecated Provided only for backward compatibility. */
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inline bool setScreenRefreshRate(const ScreenIdentifier& screenIdentifier, double refreshRate)
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{
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ScreenSettings settings;
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getScreenSettings(screenIdentifier, settings);
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settings.refreshRate = refreshRate;
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return setScreenSettings(screenIdentifier, settings);
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}
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};
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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. */
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static void setWindowingSystemInterface(WindowingSystemInterface* wsInterface);
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/** Get the WindowingSystemInterface*/
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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.
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* Automatically increments the usage count of the contextID to 1.*/
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static unsigned int createNewContextID();
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/** Get the current max ContextID.*/
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static unsigned int getMaxContextID();
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/** Increment the usage count associate with a contextID. The usage count specifies how many graphics contexts a specific contextID is shared between.*/
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static void incrementContextIDUsageCount(unsigned int contextID);
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/** Decrement the usage count associate with a contextID. Once the contextID goes to 0 the contextID is then free to be reused.*/
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static void decrementContextIDUsageCount(unsigned int contextID);
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typedef std::vector<GraphicsContext*> GraphicsContexts;
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/** Get all the registered graphics contexts.*/
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static GraphicsContexts getAllRegisteredGraphicsContexts();
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/** Get all the registered graphics contexts associated with a specific contextID.*/
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static GraphicsContexts getRegisteredGraphicsContexts(unsigned int contextID);
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/** Get the GraphicsContext for doing background compilation for GraphicsContexts associated with specified contextID.*/
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static void setCompileContext(unsigned int contextID, GraphicsContext* gc);
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/** Get existing or create a new GraphicsContext to do background compilation for GraphicsContexts associated with specified contextID.*/
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static GraphicsContext* getOrCreateCompileContext(unsigned int contextID);
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/** Get the GraphicsContext for doing background compilation for GraphicsContexts associated with specified contextID.*/
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static GraphicsContext* getCompileContext(unsigned int contextID);
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public:
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/** 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.*/
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void remove(const std::string& name);
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/** Remove all operations from OperationQueue.*/
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void removeAllOperations();
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/** Run the operations. */
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void runOperations();
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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.*/
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GraphicsOperationQueue& getOperationsQueue() { return _operations; }
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/** 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 queue 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:
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/** Get the traits of the GraphicsContext.*/
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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.*/
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inline void setState(State* state) { _state = state; }
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/** Get the State object which tracks the current OpenGL state for this graphics context.*/
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inline State* getState() { return _state.get(); }
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/** Get the const State object which tracks the current OpenGL state for this graphics context.*/
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inline const State* getState() const { return _state.get(); }
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/** Sets the clear color. */
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inline void setClearColor(const Vec4& color) { _clearColor = color; }
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/** Returns the clear color. */
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inline const Vec4& getClearColor() const { return _clearColor; }
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/** Set the clear mask used in glClear(..).
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* Defaults to 0 - so no clear is done by default by the GraphicsContext, instead the Camera's attached the GraphicsContext will do the clear.
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* GraphicsContext::setClearMask() is useful for when the Camera's Viewports don't conver the whole context, so the context will fill in the gaps. */
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inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
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/** Get the clear mask.*/
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inline GLbitfield getClearMask() const { return _clearMask; }
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/** Do an OpenGL clear of the full graphics context/window.
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* Note, must only be called from a thread with this context current.*/
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virtual void clear();
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double getTimeSinceLastClear() const { return osg::Timer::instance()->delta_s(_lastClearTick, osg::Timer::instance()->tick()); }
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/** Realize the GraphicsContext.*/
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bool realize();
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/** close the graphics context.
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* close(bool) stops any associated graphics threads, releases the contextID for the GraphicsContext then
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* optional calls closeImplementation() to do the actual deletion of the graphics. This call is made optional
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* as there are times when the graphics context has already been deleted externally and only the OSG side
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* of the its data need to be closed down. */
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void close(bool callCloseImplementation=true);
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/** swap the front and back buffers.*/
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void swapBuffers();
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/** Return true if the graphics context has been realized and is ready to use.*/
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inline bool isRealized() const { return isRealizedImplementation(); }
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/** Make this graphics context current.
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* Implemented by calling makeCurrentImplementation().
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* Returns true on success. */
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bool makeCurrent();
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/** Make this graphics context current with specified read context.
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* Implemented by calling makeContextCurrentImplementation().
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* Returns true on success. */
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bool makeContextCurrent(GraphicsContext* readContext);
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/** Release the graphics context.
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* Returns true on success. */
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bool releaseContext();
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/** Return true if the current thread has this OpenGL graphics context.*/
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inline bool isCurrent() const { return _threadOfLastMakeCurrent == OpenThreads::Thread::CurrentThread(); }
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/** Bind the graphics context to associated texture.*/
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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.*/
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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(GraphicsThread* gt);
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/** Get the graphics thread assigned the graphics context.*/
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GraphicsThread* getGraphicsThread() { return _graphicsThread.get(); }
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/** Get the const graphics thread assigned the graphics context.*/
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const GraphicsThread* getGraphicsThread() const { return _graphicsThread.get(); }
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/** Realize the GraphicsContext implementation,
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual bool realizeImplementation() = 0;
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/** Return true if the graphics context has been realized, and is ready to use, implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual bool isRealizedImplementation() const = 0;
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/** Close the graphics context implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual void closeImplementation() = 0;
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/** Make this graphics context current implementation.
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* Pure virtual - must be implemented by concrete 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.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual bool makeContextCurrentImplementation(GraphicsContext* readContext) = 0;
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/** Release the graphics context implementation.*/
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virtual bool releaseContextImplementation() = 0;
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/** Pure virtual, Bind the graphics context to associated texture implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual void bindPBufferToTextureImplementation(GLenum buffer) = 0;
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struct SwapCallback : public osg::Referenced
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{
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virtual void swapBuffersImplementation(GraphicsContext* gc) = 0;
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};
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/** Set the swap callback which overrides the
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* GraphicsContext::swapBuffersImplementation(), allowing
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* developers to provide custom behavior for swap.
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* The callback must call
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* GraphicsContext::swapBuffersImplementation() */
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void setSwapCallback(SwapCallback* rc) { _swapCallback = rc; }
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/** Get the swap callback which overrides the GraphicsContext::swapBuffersImplementation().*/
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SwapCallback* getSwapCallback() { return _swapCallback.get(); }
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/** Get the const swap callback which overrides the GraphicsContext::swapBuffersImplementation().*/
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const SwapCallback* getSwapCallback() const { return _swapCallback.get(); }
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/** convinience method for handling whether to call swapbuffers callback or the standard context swapBuffersImplementation.
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* swapBuffersCallbackOrImplemenation() is called by swapBuffers() and osg::SwapBuffersOperation, end users should normally
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* call swapBuffers() rather than swapBuffersCallbackOrImplemenation(). */
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void swapBuffersCallbackOrImplemenation()
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{
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if (_state.valid()) _state->frameCompleted();
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if (_swapCallback.valid()) _swapCallback->swapBuffersImplementation(this);
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else swapBuffersImplementation();
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}
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/** Swap the front and back buffers implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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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
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be updated to keep in sync with the new size. */
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void resized(int x, int y, int width, int height)
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{
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if (_resizedCallback.valid()) _resizedCallback->resizedImplementation(this, x, y, width, height);
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else resizedImplementation(x, y, width, height);
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}
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struct ResizedCallback : public osg::Referenced
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{
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virtual void resizedImplementation(GraphicsContext* gc, int x, int y, int width, int height) = 0;
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};
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/** Set the resized callback which overrides the GraphicsConext::realizedImplementation(), allow developers to provide custom behavior
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* in response to a window being resized.*/
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void setResizedCallback(ResizedCallback* rc) { _resizedCallback = rc; }
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/** Get the resized callback which overrides the GraphicsConext::realizedImplementation().*/
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ResizedCallback* getResizedCallback() { return _resizedCallback.get(); }
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/** Get the const resized callback which overrides the GraphicsConext::realizedImplementation().*/
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const ResizedCallback* getResizedCallback() const { return _resizedCallback.get(); }
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/** resized implementation, by default resizes the viewports and aspect ratios the cameras associated with the graphics Window. */
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virtual void resizedImplementation(int x, int y, int width, int height);
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typedef std::list< osg::Camera* > Cameras;
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/** Get the the list of cameras associated with this graphics context.*/
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Cameras& getCameras() { return _cameras; }
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/** Get the the const list of cameras associated with this graphics context.*/
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const Cameras& getCameras() const { return _cameras; }
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/** set the default FBO-id, this id will be used when the rendering-backend is finished with RTT FBOs */
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void setDefaultFboId(GLuint i) { _defaultFboId = i; }
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GLuint getDefaultFboId() const { return _defaultFboId; }
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public:
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virtual bool isSameKindAs(const Object* object) const { return dynamic_cast<const GraphicsContext*>(object)!=0; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "GraphicsContext"; }
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protected:
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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; }
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virtual Object* clone(const CopyOp&) const { return 0; }
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/** Register a GraphicsContext.*/
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static void registerGraphicsContext(GraphicsContext* gc);
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/** Unregister a GraphicsContext.*/
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static void unregisterGraphicsContext(GraphicsContext* gc);
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void addCamera(osg::Camera* camera);
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void removeCamera(osg::Camera* camera);
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Cameras _cameras;
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friend class osg::Camera;
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ref_ptr<Traits> _traits;
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ref_ptr<State> _state;
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Vec4 _clearColor;
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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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GraphicsOperationQueue _operations;
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osg::ref_ptr<Operation> _currentOperation;
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ref_ptr<GraphicsThread> _graphicsThread;
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ref_ptr<ResizedCallback> _resizedCallback;
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ref_ptr<SwapCallback> _swapCallback;
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Timer_t _lastClearTick;
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GLuint _defaultFboId;
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};
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}
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#endif
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