120 lines
3.5 KiB
C++
120 lines
3.5 KiB
C++
/*
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* Copyright (c) 2013-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2013-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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//--------------------------------------------------------------------
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#pragma once
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <stdint.h>
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#include <string>
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namespace nvgl {
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/** @DOC_START
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# struct nvgl::ContextWindowCreateInfo
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Set up the context properties for a OpenGL ContextWindow.
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e.g. version, core/compatibiltiy etc.
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@DOC_END */
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struct ContextWindowCreateInfo
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{
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int major;
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int minor;
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int device;
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int MSAA;
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int depth;
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int stencil;
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bool debug;
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bool robust;
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bool core;
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bool forward;
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bool stereo;
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class ContextWindow* share;
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ContextWindowCreateInfo(int _major = 4,
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int _minor = 3,
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bool _core = false,
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int _MSAA = 0,
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int _depth = 24,
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int _stencil = 8,
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bool _debug = false,
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bool _robust = false,
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bool _forward = false,
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bool _stereo = false,
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class ContextWindow* _share = 0)
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{
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major = _major;
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minor = _minor;
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MSAA = _MSAA;
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depth = _depth;
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stencil = _stencil;
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core = _core;
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debug = _debug;
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robust = _robust;
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forward = _forward;
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stereo = _stereo;
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share = _share;
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device = 0;
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}
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};
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/** @DOC_START
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# class nvgl::ContextWindow
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nvgl::ContextWindow sets up an OpenGL context from a provided `GLFWwindow`.
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Makes use of `glDebugMessageCallback` to hook up an error callback
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and loads all extensions provided by `extensions_gl.hpp`
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@DOC_END */
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class ContextWindow
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{
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public:
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struct ContextWindowInternalGL* m_internal = nullptr;
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uint32_t m_debugFilter = 0;
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std::string m_debugTitle;
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std::string m_deviceName;
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ContextWindow(ContextWindow const&) = delete;
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ContextWindow& operator=(ContextWindow const&) = delete;
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ContextWindow();
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bool init(const ContextWindowCreateInfo* cflags, GLFWwindow* window, const char* dbgTitle = "test");
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void deinit();
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void swapInterval(int i);
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void swapBuffers();
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int extensionSupported(const char* name);
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void* getProcAddress(const char* name);
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void makeContextCurrent();
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void makeContextNonCurrent();
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void screenshot(const char* filename, int x, int y, int width, int height, unsigned char* data);
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// TODO: check if this is really necessary : local method getProcAddressGL could be enough
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static void* sysGetProcAddress(const char* name);
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};
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} // namespace nvgl
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