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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 class GLContext : IGLContext
{
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IGLContext implementation ; // The actual render context implementation for the underlying platform.
List < IDisposable > dispose_queue = new List < IDisposable > ( ) ;
static SortedList < long , WeakReference > available_contexts =
new SortedList < long , WeakReference > ( ) ; // Contains all available OpenGL contexts.
delegate IntPtr GetCurrentContextDelegate ( ) ;
static GetCurrentContextDelegate StaticGetCurrentContext ;
#region public GLContext ( DisplayMode mode , IWindowInfo window )
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/// <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 )
{
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if ( available_contexts . Count = = 0 )
available_contexts . Add ( 0 , new WeakReference ( null ) ) ;
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switch ( Environment . OSVersion . Platform )
{
case PlatformID . Unix :
case ( PlatformID ) 128 :
implementation = new OpenTK . Platform . X11 . X11GLContext ( mode , window ) ;
break ;
case PlatformID . Win32NT :
case PlatformID . Win32S :
case PlatformID . Win32Windows :
case PlatformID . WinCE :
implementation = new OpenTK . Platform . Windows . WinGLContext ( mode , window ) ;
break ;
default :
throw new PlatformNotSupportedException ( "Your platform is not supported currently. Please, refer to http://opentk.sourceforge.net for more information." ) ;
}
}
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#endregion
#region public static IGLContext CurrentContext
public static GLContext CurrentContext
{
get { return ( GLContext ) available_contexts [ StaticGetCurrentContext ( ) . ToInt64 ( ) ] . Target ; }
}
#endregion
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#region - - - IGLContext Members - - -
/// <summary>
/// Gets a handle to the OpenGL rendering context.
/// </summary>
public IntPtr Context
{
get { return implementation . Context ; }
}
/// <summary>
/// Gets the IWindowInfo describing the window associated with this context.
/// </summary>
public IWindowInfo Info
{
get { return implementation . Info ; }
}
/// <summary>
/// Gets the DisplayMode of the context.
/// </summary>
public DisplayMode Mode
{
get { return implementation . Mode ; }
}
/// <summary>
/// Creates an OpenGL context.
/// </summary>
public void CreateContext ( )
{
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CreateContext ( true , null ) ;
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}
/// <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 )
{
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CreateContext ( direct , null ) ;
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}
/// <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 ) ;
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available_contexts . Add ( Context . ToInt64 ( ) , new WeakReference ( this ) ) ;
if ( StaticGetCurrentContext = = null )
StaticGetCurrentContext = implementation . GetCurrentContext ;
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}
/// <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 ( ) ;
}
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/// <summary>
/// Gets a System.Boolean indicating whether this Context is current in the calling thread.
/// </summary>
public bool IsCurrent
{
get { return implementation . IsCurrent ; }
}
/// <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>
public IntPtr GetCurrentContext ( )
{
return implementation . GetCurrentContext ( ) ;
}
/// <summary>
/// Raised when a Context is destroyed.
/// </summary>
public event DestroyEvent < IGLContext > Destroy
{
add { implementation . Destroy + = value ; }
remove { implementation . Destroy - = value ; }
}
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/// <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"/>
public IntPtr GetAddress ( string function )
{
return implementation . GetAddress ( function ) ;
}
/// <summary>
/// Returns the display modes supported by the current opengl context.
/// </summary>
/// <returns>An IEnumerable containing all supported display modes.</returns>
public IEnumerable < DisplayMode > GetDisplayModes ( )
{
return implementation . GetDisplayModes ( ) ;
}
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/// <summary>
/// Gets or sets a value indicating whether VSync is enabled.
/// </summary>
public bool VSync
{
get { return implementation . VSync ; }
set { implementation . VSync = value ; }
}
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/// <summary>
/// Registers an OpenGL resource for disposal.
/// </summary>
/// <param name="resource">The OpenGL resource to dispose.</param>
public void RegisterForDisposal ( IDisposable resource )
{
GC . KeepAlive ( resource ) ;
dispose_queue . Add ( resource ) ;
}
/// <summary>
/// Disposes all registered OpenGL resources.
/// </summary>
public void DisposeResources ( )
{
foreach ( IDisposable resource in dispose_queue )
{
resource . Dispose ( ) ;
}
dispose_queue . Clear ( ) ;
}
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#endregion
#region IDisposable Members
/// <summary>
/// Disposes of the GLContext.
/// </summary>
public void Dispose ( )
{
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available_contexts . Remove ( Context . ToInt64 ( ) ) ;
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implementation . Dispose ( ) ;
}
#endregion
}
}