Class that encapsulates an GL context. (IE a window/pbuffer). This is a virtual base class which should be implemented in a GLSupport. This object can also be used to cache renderstate if we decide to do so in the future.
Inheritance: IDisposable
Esempio n. 1
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 public GLDepthBuffer( PoolId poolId, GLRenderSystem renderSystem, GLContext creatorContext,
     GLRenderBuffer depth, GLRenderBuffer stencil, 
     int width, int height, int fsaa, int multiSampleQuality,
     bool manual)
     : base( poolId, 0, width, height, fsaa, "", manual )
 {
 }
Esempio n. 2
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		internal GLPBRTTManager( BaseGLSupport glSupport, RenderTarget target )
			: base( glSupport )
		{
			_glSupport = glSupport;
			_mainWindow = target;

			_mainGLContext = (GLContext)target.GetCustomAttribute( "GLCONTEXT" );
		}
Esempio n. 3
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		private void _switchContext( GLContext context )
		{
			// Unbind GPU programs and rebind to new context later, because
			// scene manager treat render system as ONE 'context' ONLY, and it
			// cached the GPU programs using state.
			if ( currentVertexProgram != null )
				currentVertexProgram.Unbind();
			if ( currentFragmentProgram != null )
				currentFragmentProgram.Unbind();
            if (currentGeometryProgram != null)
                currentGeometryProgram.Unbind();

            // Disable lights
            for (var i = 0 ; i < _currentLights; i++ )
			{
				SetGLLight( i, null );
				lights[ i ] = null;
			}
            _currentLights = 0;

            // Disable textures
            DisableTextureUnitsFrom(0);

			// It's ready to switching
			_currentContext.EndCurrent();
			_currentContext = context;
			_currentContext.SetCurrent();

			// Check if the context has already done one-time initialisation
			if ( !_currentContext.Initialized )
			{
				OneTimeContextInitialization();
				_currentContext.Initialized = true;
			}

			// Rebind GPU programs to new context
			if ( currentVertexProgram != null )
				currentVertexProgram.Bind();
			if ( currentFragmentProgram != null )
				currentFragmentProgram.Bind();
            if (currentGeometryProgram != null)
                currentGeometryProgram.Bind();

			// Must reset depth/color write mask to according with user desired, otherwise,
			// clearFrameBuffer would be wrong because the value we are recorded may be
			// difference with the really state stored in GL context.
			Gl.glDepthMask( depthWrite ? 1 : 0 ); // Tao 2.0
			Gl.glColorMask( ColorWrite[ 0 ], ColorWrite[ 1 ], ColorWrite[ 2 ], ColorWrite[ 3 ] );
			Gl.glStencilMask( stencilMask );
        }
Esempio n. 4
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        internal void UnRegisterContext( GLContext context )
		{
			if ( _currentContext == context )
			{
				// Change the context to something else so that a valid context
				// remains active. When this is the main context being unregistered,
				// we set the main context to 0.
				if ( _currentContext != _mainContext )
				{
					_switchContext( _mainContext );
				}
				else
				{
					// No contexts remain
					_currentContext.EndCurrent();
					_currentContext = null;
					_mainContext = null;
				}
			}
		}
Esempio n. 5
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 public GLDepthBuffer(PoolId poolId, GLRenderSystem renderSystem, GLContext creatorContext, GLRenderBuffer depth,
                      GLRenderBuffer stencil, int width, int height, int fsaa, int multiSampleQuality, bool manual)
     : base(poolId, 0, width, height, fsaa, "", manual)
 {
 }