Opentk/Source/OpenTK/GLContext.cs
the_fiddler 938b2b8519 Hooks for garbage-collectable OpenGL resources.
the [...]GLNative classes now use GLContext instead of the platform-specific [...]GLContext implementations.
Updated the IGLContext interface with functions to query the current context.
2007-12-09 18:15:51 +00:00

254 lines
8.5 KiB
C#

#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
{
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)
/// <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(0, new WeakReference(null));
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.");
}
}
#endregion
#region public static IGLContext CurrentContext
public static GLContext CurrentContext
{
get { return (GLContext)available_contexts[StaticGetCurrentContext().ToInt64()].Target; }
}
#endregion
#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()
{
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);
available_contexts.Add(Context.ToInt64(), 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>
/// 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; }
}
/// <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();
}
/// <summary>
/// Gets or sets a value indicating whether VSync is enabled.
/// </summary>
public bool VSync
{
get { return implementation.VSync; }
set { implementation.VSync = value; }
}
/// <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();
}
#endregion
#region IDisposable Members
/// <summary>
/// Disposes of the GLContext.
/// </summary>
public void Dispose()
{
available_contexts.Remove(Context.ToInt64());
implementation.Dispose();
}
#endregion
}
}