Opentk/Source/OpenTK/GLContext.cs

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#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using OpenTK.Platform;
namespace OpenTK
{
/// <summary>
/// Represents and provides methods to manipulate an OpenGL render context.
/// </summary>
public sealed class GLContext : IGLContext, IGLContextInternal, IGLContextCreationHack
{
IGLContext implementation; // The actual render context implementation for the underlying platform.
List<IDisposable> dispose_queue = new List<IDisposable>();
bool disposed;
static Dictionary<ContextHandle, WeakReference> available_contexts =
new Dictionary<ContextHandle, WeakReference>(); // Contains all available OpenGL contexts.
//delegate IntPtr GetCurrentContextDelegate();
//static GetCurrentContextDelegate StaticGetCurrentContext;
#region public GLContext(DisplayMode mode, IWindowInfo window)
/// <summary>
/// Constructs a new GLContext with the specified DisplayMode, and bound to the specified IWindowInfo.
/// </summary>
/// <param name="mode"></param>
/// <param name="window"></param>
public GLContext(DisplayMode mode, IWindowInfo window)
{
//if (available_contexts.Count == 0)
// available_contexts.Add(IntPtr.Zero, new WeakReference(null));
switch (Environment.OSVersion.Platform)
{
case PlatformID.Unix:
case (PlatformID)128:
implementation = new OpenTK.Platform.X11.X11GLContext();
break;
case PlatformID.Win32NT:
case PlatformID.Win32S:
case PlatformID.Win32Windows:
case PlatformID.WinCE:
implementation = new OpenTK.Platform.Windows.WinGLContext();
break;
default:
throw new PlatformNotSupportedException("Your platform is not supported currently. Please, refer to http://www.opentk.com for more information.");
}
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(this as IGLContextCreationHack).SetWindowHandle(window.Handle);
(this as IGLContextCreationHack).SelectDisplayMode(mode, window);
this.CreateContext(true, null);
}
#endregion
#region void ContextDestroyed(IGLContext context, EventArgs e)
/// <summary>
/// Handles the Destroy event.
/// </summary>
/// <param name="context">The OpenTK.Platform.IGLContext that was destroyed.</param>
/// <param name="e">Not used.</param>
void ContextDestroyed(IGLContext context, EventArgs e)
{
this.Destroy -= ContextDestroyed;
available_contexts.Remove(((IGLContextInternal)this).Context);
}
#endregion
#region --- Public Members ---
#region public static IGLContext CurrentContext
internal delegate ContextHandle GetCurrentContextDelegate();
internal static GetCurrentContextDelegate GetCurrentContext;
/// <summary>
/// Returns the context which is current in the calling thread.
/// </summary>
public static GLContext CurrentContext
{
get
{
if (available_contexts.Count > 0)
return (GLContext)available_contexts[GetCurrentContext()].Target;
//return (GLContext)available_contexts[((IGLContextInternal)available_contexts[IntPtr.Zero].Target).GetCurrentContext()].Target;
return null;
//return (GLContext)available_contexts[StaticGetCurrentContext().ToInt64()].Target;
}
}
#endregion
#endregion
#region --- IGLContext Members ---
/// <summary>
/// Creates an OpenGL context.
/// </summary>
public void CreateContext()
{
CreateContext(true, null);
}
/// <summary>
/// Creates an OpenGL context with a direct or indirect rendering mode. This parameter is ignored
/// on Windows platforms (direct mode only).
/// </summary>
/// <param name="direct">Set to true for direct rendering or false otherwise.</param>
/// <remarks>
/// <para>
/// Direct rendering is the default rendering mode for OpenTK, since it can provide higher performance
/// in some circumastances.
/// </para>
/// <para>
/// The 'direct' parameter is a hint, and will ignored if the specified mode is not supported (e.g. setting
/// indirect rendering on Windows platforms).
/// </para>
/// </remarks>
public void CreateContext(bool direct)
{
CreateContext(direct, null);
}
/// <summary>
/// Creates an OpenGL context with the specified direct/indirect rendering mode and sharing state with the
/// specified IGLContext.
/// </summary>
/// <param name="direct">Set to true for direct rendering or false otherwise.</param>
/// <param name="source">The source IGLContext to share state from.</param>.
/// <seealso cref="CreateContext(bool)"/>
public void CreateContext(bool direct, IGLContext source)
{
implementation.CreateContext(direct, source);
this.Destroy += ContextDestroyed;
available_contexts.Add((this as IGLContextInternal).Context, new WeakReference(this));
//if (StaticGetCurrentContext == null)
// StaticGetCurrentContext = implementation.GetCurrentContext;
}
/// <summary>
/// Swaps buffers on a context. This presents the rendered scene to the user.
/// </summary>
public void SwapBuffers()
{
implementation.SwapBuffers();
}
/// <summary>
/// Makes this context the current rendering target.
/// </summary>
public void MakeCurrent()
{
implementation.MakeCurrent();
}
/// <summary>
/// Gets a System.Boolean indicating whether this Context is current in the calling thread.
/// </summary>
public bool IsCurrent
{
get { return implementation.IsCurrent; }
}
/// <summary>
/// Raised when a Context is destroyed.
/// </summary>
public event DestroyEvent<IGLContext> Destroy
{
add { implementation.Destroy += value; }
remove { implementation.Destroy -= value; }
}
/// <summary>
/// Gets or sets a value indicating whether VSync is enabled.
/// </summary>
public bool VSync
{
get { return implementation.VSync; }
set { implementation.VSync = value; }
}
#endregion
#region --- IGLContextInternal Members ---
/// <summary>
/// Gets a handle to the OpenGL rendering context.
/// </summary>
ContextHandle IGLContextInternal.Context
{
get { return ((IGLContextInternal)implementation).Context; }
}
/// <summary>
/// Gets the IWindowInfo describing the window associated with this context.
/// </summary>
IWindowInfo IGLContextInternal.Info
{
get { return (implementation as IGLContextInternal).Info; }
//internal set { (implementation as IGLContextInternal).Info = value; }
}
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/// <summary>
/// Gets the DisplayMode of the context.
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/// </summary>
DisplayMode IGLContextInternal.Mode
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{
get { return (implementation as IGLContextInternal).Mode; }
}
/// <summary>
/// Gets a System.IntPtr containing the handle to the OpenGL context which is current in the
/// calling thread, or IntPtr.Zero if no OpenGL context is current.
/// </summary>
/// <returns>A System.IntPtr that holds the handle to the current OpenGL context.</returns>
ContextHandle IGLContextInternal.GetCurrentContext()
{
return (implementation as IGLContextInternal).GetCurrentContext();
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}
/// <summary>
/// Registers an OpenGL resource for disposal.
/// </summary>
/// <param name="resource">The OpenGL resource to dispose.</param>
void IGLContextInternal.RegisterForDisposal(IDisposable resource)
{
GC.KeepAlive(resource);
dispose_queue.Add(resource);
}
/// <summary>
/// Disposes all registered OpenGL resources.
/// </summary>
void IGLContextInternal.DisposeResources()
{
foreach (IDisposable resource in dispose_queue)
resource.Dispose();
dispose_queue.Clear();
}
/// <summary>
/// Returns the display modes supported by the current opengl context.
/// </summary>
/// <returns>An IEnumerable containing all supported display modes.</returns>
IEnumerable<DisplayMode> IGLContextInternal.GetDisplayModes()
{
return (implementation as IGLContextInternal).GetDisplayModes();
}
/// <summary>
/// Gets the address of an OpenGL extension function.
/// </summary>
/// <param name="function">The name of the OpenGL function (e.g. "glGetString")</param>
/// <returns>
/// A pointer to the specified function or IntPtr.Zero if the function isn't
/// available in the current opengl context.
/// </returns>
/// <see cref="Marshal.GetDelegateForFunctionPointer"/>
IntPtr IGLContextInternal.GetAddress(string function)
{
return (implementation as IGLContextInternal).GetAddress(function);
}
#endregion
#region --- IGLContextCreationHack Members ---
bool IGLContextCreationHack.SelectDisplayMode(DisplayMode mode, IWindowInfo info)
{
return (implementation as IGLContextCreationHack).SelectDisplayMode(mode, info);
}
void IGLContextCreationHack.SetWindowHandle(IntPtr handle)
{
(implementation as IGLContextCreationHack).SetWindowHandle(handle);
}
#endregion
#region --- IDisposable Members ---
/// <summary>
/// Disposes of the GLContext.
/// </summary>
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool manual)
{
if (!disposed)
{
// TODO: Check if this is safe
//if (manual)
{
implementation.Dispose();
}
disposed = true;
}
}
~GLContext()
{
this.Dispose(false);
}
#endregion
}
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}