/** * PANDA 3D SOFTWARE * Copyright (c) Carnegie Mellon University. All rights reserved. * * All use of this software is subject to the terms of the revised BSD * license. You should have received a copy of this license along * with this source code in a file named "LICENSE." * * @file wglGraphicsBuffer.h * @author drose * @date 2004-02-08 */ #ifndef WGLGRAPHICSBUFFER_H #define WGLGRAPHICSBUFFER_H #include "pandabase.h" #include "graphicsBuffer.h" #include "glgsg.h" // This must be included after we have included glgsg.h (which includes gl.h). #include "wglext.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include /** * An offscreen render buffer. In OpenGL under Windows, this simply renders * into a window that is never made visible. There's a Windows interface for * rendering into a DIB, but this puts restrictions on the kind of pixelformat * we can use, and thus makes it difficult to support one GSG rendering into * an offscreen buffer and also into a window. */ class EXPCL_PANDA_WGLDISPLAY wglGraphicsBuffer : public GraphicsBuffer { public: wglGraphicsBuffer(GraphicsEngine *engine, GraphicsPipe *pipe, const std::string &name, const FrameBufferProperties &fb_prop, const WindowProperties &win_prop, int flags, GraphicsStateGuardian *gsg, GraphicsOutput *host); virtual ~wglGraphicsBuffer(); virtual bool begin_frame(FrameMode mode, Thread *current_thread); virtual void end_frame(FrameMode mode, Thread *current_thread); virtual void select_target_tex_page(int page); virtual void process_events(); virtual bool get_supports_render_texture() const; protected: virtual void close_buffer(); virtual bool open_buffer(); private: void bind_texture_to_pbuffer(); bool rebuild_bitplanes(); void release_pbuffer(); static void process_1_event(); HPBUFFERARB _pbuffer; HDC _pbuffer_dc; bool _pbuffer_mipmap; Texture::TextureType _pbuffer_type; int _pbuffer_sizex; int _pbuffer_sizey; PT(Texture) _pbuffer_bound; public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { GraphicsBuffer::init_type(); register_type(_type_handle, "wglGraphicsBuffer", GraphicsBuffer::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; friend class wglGraphicsStateGuardian; }; #include "wglGraphicsBuffer.I" #endif