OpenSceneGraph/include/osgViewer/api/Win32/PixelBufferWin32
OpenSceneGraph git repository 938824450c
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2019-12-11 17:05:03 +00:00

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*/
/* Note, elements of PixeBufferWin32 have used Producer/RenderSurface_Win32.cpp as both
* a guide to use of X11/GLX and copiying directly in the case of setBorder().
* These elements are license under OSGPL as above, with Copyright (C) 2001-2004 Don Burns.
*/
#ifndef OSGVIEWER_PIXELBUFFERWIN32
#define OSGVIEWER_PIXELBUFFERWIN32 1
#include <osg/GraphicsContext>
#include <osgViewer/api/Win32/GraphicsHandleWin32>
namespace osgViewer
{
class OSGVIEWER_EXPORT PixelBufferWin32 : public osg::GraphicsContext, public osgViewer::GraphicsHandleWin32
{
public:
PixelBufferWin32(osg::GraphicsContext::Traits* traits);
virtual ~PixelBufferWin32();
virtual bool isSameKindAs(const Object* object) const { return dynamic_cast<const PixelBufferWin32*>(object)!=0; }
virtual const char* libraryName() const { return "osgViewer"; }
virtual const char* className() const { return "PixelBufferWin32"; }
virtual bool valid() const { return _valid; }
/** Realize the GraphicsContext.*/
virtual bool realizeImplementation();
/** Return true if the graphics context has been realized and is ready to use.*/
virtual bool isRealizedImplementation() const { return _realized; }
/** Close the graphics context.*/
virtual void closeImplementation();
/** Make this graphics context current.*/
virtual bool makeCurrentImplementation();
virtual bool makeContextCurrentImplementation( GraphicsContext* /*readContext*/ );
/** Release the graphics context.*/
virtual bool releaseContextImplementation();
/** Swap the front and back buffers.*/
virtual void swapBuffersImplementation();
virtual void bindPBufferToTextureImplementation( GLenum /*buffer*/ );
protected:
void init();
bool _initialized;
bool _valid;
bool _realized;
int _boundBuffer;
bool _supportBindTexImage;
};
}
#endif