#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 class GLContext : IGLContext
{
///
/// The actual render context implementation for the underlying platform.
///
private IGLContext implementation;
///
/// Constructs a new GLContext with the specified DisplayMode, and bound to the specified IWindowInfo.
///
///
///
public GLContext(DisplayMode mode, IWindowInfo window)
{
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.");
}
}
#region --- IGLContext Members ---
///
/// Gets a handle to the OpenGL rendering context.
///
public IntPtr Context
{
get { return implementation.Context; }
}
///
/// Gets the IWindowInfo describing the window associated with this context.
///
public IWindowInfo Info
{
get { return implementation.Info; }
}
///
/// Gets the DisplayMode of the context.
///
public DisplayMode Mode
{
get { return implementation.Mode; }
}
///
/// Creates an OpenGL context.
///
public void CreateContext()
{
implementation.CreateContext();
}
///
/// 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)
{
implementation.CreateContext(direct);
}
///
/// 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);
}
///
/// 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 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.
///
///
public IntPtr GetAddress(string function)
{
return implementation.GetAddress(function);
}
///
/// Returns the display modes supported by the current opengl context.
///
/// An IEnumerable containing all supported display modes.
public IEnumerable GetDisplayModes()
{
return implementation.GetDisplayModes();
}
#endregion
#region IDisposable Members
///
/// Disposes of the GLContext.
///
public void Dispose()
{
implementation.Dispose();
}
#endregion
}
}