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