e8fc5248fa
Added osgcamera example that uses osg::GraphicsContext to create the required window for rendering too, will eventually use osg::CameraNode to replace usage of osgUtil::SceneView.
180 lines
6.4 KiB
C++
180 lines
6.4 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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 <OpenThreads/Thread>
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namespace osg {
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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 Referenced
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{
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public:
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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
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{
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Traits():
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_displayNum(0),
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_screenNum(0),
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_x(0),
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_y(0),
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_width(0),
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_height(0),
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_windowDecoration(false),
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_supportsResize(false),
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_red(8),
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_blue(8),
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_green(8),
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_alpha(0),
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_depth(24),
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_stencil(0),
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_pbuffer(false),
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_quadBufferStereo(false),
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_doubleBuffer(false),
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_target(0),
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_level(0),
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_face(0),
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_mipMapGeneration(false),
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_sharedContext() {}
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// where graphic context is be hosted.
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std::string _hostName;
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unsigned int _displayNum;
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unsigned int _screenNum;
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// graphics context orginal and size
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unsigned int _x;
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unsigned int _y;
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unsigned int _width;
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unsigned int _height;
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// window decoration and baviour
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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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// 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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unsigned int _level;
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unsigned int _face;
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unsigned int _mipMapGeneration;
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// shared context
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GraphicsContext* _sharedContext;
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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 CreateGraphicContexCallback : public osg::Referenced
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{
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virtual GraphicsContext* createGraphicsContext(Traits* traits) = 0;
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virtual ~CreateGraphicContexCallback() {};
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};
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/** Set the create graphics context callback - this callback should be supplied by the windows toolkit. */
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static void setCreateGraphicsContextCallback(CreateGraphicContexCallback* callback);
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/** Get the create graphics context callback*/
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static CreateGraphicContexCallback* getCreateGraphicsContextCallback();
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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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/** Increment the usage count associate with a contextID. The usage count speficies 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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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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/** 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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/** Realise the GraphicsContext.*/
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virtual bool realize() = 0;
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/** Return true if the graphics context has been realised and is ready to use.*/
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virtual bool isRealized() const = 0;
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/** Release the graphics context.*/
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virtual void release() = 0;
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/** Make this graphics context current.*/
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virtual void makeCurrent() = 0;
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/** Make this graphics context current with specified read context.*/
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virtual void makeContextCurrent(GraphicsContext* readContext) = 0;
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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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virtual void bindPBufferToTexture(GLenum buffer) = 0;
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/** swap the front and back buffers.*/
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virtual void swapBuffers() = 0;
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protected:
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GraphicsContext();
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virtual ~GraphicsContext();
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ref_ptr<Traits> _traits;
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ref_ptr<State> _state;
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OpenThreads::Thread* _threadOfLastMakeCurrent;
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};
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}
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#endif
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