File: PixelBufferWin32

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openscenegraph 3.2.3%2Bdfsg1-3
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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;
};

}

#endif