#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
{
///
/// Represents and provides methods to manipulate an OpenGL render context.
///
public sealed class GLContext : IGLContext, IGLContextInternal, IGLContextCreationHack
{
IGLContext implementation; // The actual render context implementation for the underlying platform.
List dispose_queue = new List();
bool disposed;
static bool share_contexts = true;
static object context_lock = new object();
static Dictionary available_contexts =
new Dictionary(); // Contains all available OpenGL contexts.
//delegate IntPtr GetCurrentContextDelegate();
//static GetCurrentContextDelegate StaticGetCurrentContext;
#region public GLContext(DisplayMode mode, IWindowInfo window)
///
/// Constructs a new GLContext with the specified DisplayMode, and bound to the specified IWindowInfo.
///
///
///
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.");
}
(this as IGLContextCreationHack).SetWindowHandle(window.Handle);
(this as IGLContextCreationHack).SelectDisplayMode(mode, window);
if (GLContext.ShareContexts)
{
lock (context_lock)
{
// A small hack to create a shared context with the first available context.
foreach (WeakReference r in GLContext.available_contexts.Values)
{
this.CreateContext(true, (GLContext)r.Target);
return;
}
}
}
// Only reached if a shared context was not created above, or if this is the first
// context ever constructed.
this.CreateContext(true, null);
}
#endregion
#region void ContextDestroyed(IGLContext context, EventArgs e)
///
/// Handles the Destroy event.
///
/// The OpenTK.Platform.IGLContext that was destroyed.
/// Not used.
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;
///
/// Returns the context which is current in the calling thread.
///
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
#region public static bool ShareContexts
/// Gets or sets a System.Boolean, indicating whether GLContexts are shared
///
/// If ShareContexts is true, new GLContexts will share resources. If this value is
/// false, new GLContexts will not share resources.
/// Changing this value will not affect already created GLContexts.
///
public static bool ShareContexts { get { return share_contexts; } set { share_contexts = value; } }
#endregion
#endregion
#region --- IGLContext Members ---
///
/// Creates an OpenGL context.
///
public void CreateContext()
{
CreateContext(true, null);
}
///
/// Creates an OpenGL context with a direct or indirect rendering mode. This parameter is ignored
/// on Windows platforms (direct mode only).
///
/// Set to true for direct rendering or false otherwise.
///
///
/// Direct rendering is the default rendering mode for OpenTK, since it can provide higher performance
/// in some circumastances.
///
///
/// The 'direct' parameter is a hint, and will ignored if the specified mode is not supported (e.g. setting
/// indirect rendering on Windows platforms).
///
///
public void CreateContext(bool direct)
{
CreateContext(direct, null);
}
///
/// Creates an OpenGL context with the specified direct/indirect rendering mode and sharing state with the
/// specified IGLContext.
///
/// Set to true for direct rendering or false otherwise.
/// The source IGLContext to share state from..
///
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;
}
///
/// Swaps buffers on a context. This presents the rendered scene to the user.
///
public void SwapBuffers()
{
implementation.SwapBuffers();
}
///
/// Makes this context the current rendering target.
///
public void MakeCurrent()
{
implementation.MakeCurrent();
}
///
/// Gets a System.Boolean indicating whether this Context is current in the calling thread.
///
public bool IsCurrent
{
get { return implementation.IsCurrent; }
}
///
/// Raised when a Context is destroyed.
///
public event DestroyEvent Destroy
{
add { implementation.Destroy += value; }
remove { implementation.Destroy -= value; }
}
///
/// Gets or sets a value indicating whether VSync is enabled.
///
public bool VSync
{
get { return implementation.VSync; }
set { implementation.VSync = value; }
}
#endregion
#region --- IGLContextInternal Members ---
///
/// Gets a handle to the OpenGL rendering context.
///
ContextHandle IGLContextInternal.Context
{
get { return ((IGLContextInternal)implementation).Context; }
}
///
/// Gets the IWindowInfo describing the window associated with this context.
///
IWindowInfo IGLContextInternal.Info
{
get { return (implementation as IGLContextInternal).Info; }
//internal set { (implementation as IGLContextInternal).Info = value; }
}
///
/// Gets the DisplayMode of the context.
///
DisplayMode IGLContextInternal.Mode
{
get { return (implementation as IGLContextInternal).Mode; }
}
///
/// 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.
///
/// A System.IntPtr that holds the handle to the current OpenGL context.
ContextHandle IGLContextInternal.GetCurrentContext()
{
return (implementation as IGLContextInternal).GetCurrentContext();
}
///
/// Registers an OpenGL resource for disposal.
///
/// The OpenGL resource to dispose.
void IGLContextInternal.RegisterForDisposal(IDisposable resource)
{
GC.KeepAlive(resource);
dispose_queue.Add(resource);
}
///
/// Disposes all registered OpenGL resources.
///
void IGLContextInternal.DisposeResources()
{
foreach (IDisposable resource in dispose_queue)
resource.Dispose();
dispose_queue.Clear();
}
///
/// Returns the display modes supported by the current opengl context.
///
/// An IEnumerable containing all supported display modes.
IEnumerable IGLContextInternal.GetDisplayModes()
{
return (implementation as IGLContextInternal).GetDisplayModes();
}
///
/// Gets the address of an OpenGL extension function.
///
/// The name of the OpenGL function (e.g. "glGetString")
///
/// A pointer to the specified function or IntPtr.Zero if the function isn't
/// available in the current opengl context.
///
///
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 ---
///
/// Disposes of the GLContext.
///
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
}
}