本文整理汇总了C++中GLRenderSystem类的典型用法代码示例。如果您正苦于以下问题:C++ GLRenderSystem类的具体用法?C++ GLRenderSystem怎么用?C++ GLRenderSystem使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了GLRenderSystem类的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: _unregisterContext
void OSXContext::_unregisterContext()
{
// NB have to do this is subclass to ensure any methods called back
// are on this subclass and not half-destructed superclass
GLRenderSystem *rs = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
rs->_unregisterContext(this);
}
示例2: mDrawable
GLXContext::GLXContext(GLXGLSupport* glsupport, ::GLXFBConfig fbconfig, ::GLXDrawable drawable, ::GLXContext context) :
mDrawable(drawable), mContext(0), mFBConfig(fbconfig), mGLSupport(glsupport), mExternalContext(false)
{
GLRenderSystem *renderSystem = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
GLXContext* mainContext = static_cast<GLXContext*>(renderSystem->_getMainContext());
::GLXContext shareContext = 0;
if (mainContext)
{
shareContext = mainContext->mContext;
}
if (context)
{
mContext = context;
mExternalContext = true;
}
else
{
mContext = mGLSupport->createNewContext(mFBConfig, GLX_RGBA_TYPE, shareContext, GL_TRUE);
}
if (! mContext)
{
OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Unable to create a suitable GLXContext", "GLXContext::GLXContext");
}
}
示例3: aglChoosePixelFormat
void OSXCarbonWindow::createAGLContext(size_t fsaa_samples, int depth)
{
if(!mAGLContext)
{
int i = 0;
GLint attribs[ 20 ];
attribs[ i++ ] = AGL_NO_RECOVERY;
attribs[ i++ ] = GL_TRUE;
attribs[ i++ ] = AGL_ACCELERATED;
attribs[ i++ ] = GL_TRUE;
attribs[ i++ ] = AGL_RGBA;
attribs[ i++ ] = AGL_DOUBLEBUFFER;
attribs[ i++ ] = AGL_ALPHA_SIZE;
attribs[ i++ ] = 8;
attribs[ i++ ] = AGL_STENCIL_SIZE;
attribs[ i++ ] = 8;
attribs[ i++ ] = AGL_DEPTH_SIZE;
attribs[ i++ ] = depth;
if(fsaa_samples > 1)
{
attribs[ i++ ] = AGL_MULTISAMPLE;
attribs[ i++ ] = AGL_SAMPLE_BUFFERS_ARB;
attribs[ i++ ] = 1;
attribs[ i++ ] = AGL_SAMPLES_ARB;
attribs[ i++ ] = fsaa_samples;
}
#if OGRE_STEREO_ENABLE
if (mStereoEnabled)
attribs[i++] = AGL_STEREO;
#endif
attribs[ i++ ] = AGL_NONE;
mAGLPixelFormat = aglChoosePixelFormat( NULL, 0, attribs );
if(!mAGLPixelFormat)
{
OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
"Unable to create a valid pixel format with selected attributes.",
"OSXCarbonWindow::createAGLContext" );
}
// Create the AGLContext from our pixel format
// Share it with main
GLRenderSystem *rs = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
OSXContext* mainContext = static_cast<OSXContext*>( rs->_getMainContext() );
if(mainContext == 0 || !(mainContext->getContextType() == "AGL"))
{
mAGLContext = aglCreateContext(mAGLPixelFormat, NULL);
}
else
{
OSXCarbonContext* context = static_cast<OSXCarbonContext*>( rs->_getMainContext() );
mAGLContext = aglCreateContext(mAGLPixelFormat, context->getContext());
}
}
}
示例4:
GLXContext::~GLXContext()
{
GLRenderSystem *rs = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
if (!mExternalContext)
glXDestroyContext(mGLSupport->getGLDisplay(), mContext);
rs->_unregisterContext(this);
}
示例5: upload_params
void GLMaterial::upload_params(GLRenderSystem& renderer, const Table<String, Material::Param>& params, uint32& texIndex)
{
for (const auto& param : params)
{
// Handles parameter binding in a generic way
auto bindHandler = [&](auto value)
{
using T = std::decay_t<decltype(value)>;
// Get param location
int32 location = glGetUniformLocation(_id, param.First.Cstr());
// Handle texture case
if (std::is_same<ResourceHandle<Texture>, T>::value)
{
const auto& texValue = reinterpret_cast<const ResourceHandle<Texture>&>(value);
// Set active texture, and upload
glActiveTexture(GL_TEXTURE0 + texIndex);
glBindTexture(GL_TEXTURE_2D, renderer.find_texture(texValue).get_id());
glUniform1i(location, texIndex);
++texIndex;
}
// Upload the parameter
this->upload_param(location, value);
};
param.Second.Invoke(bindHandler);
}
}
示例6: aglChoosePixelFormat
void OSXCarbonWindow::createAGLContext(size_t fsaa_samples, int depth)
{
if(!mAGLContext)
{
int i = 0;
GLint attribs[ 20 ];
attribs[ i++ ] = AGL_NO_RECOVERY;
attribs[ i++ ] = GL_TRUE;
attribs[ i++ ] = AGL_ACCELERATED;
attribs[ i++ ] = GL_TRUE;
attribs[ i++ ] = AGL_RGBA;
attribs[ i++ ] = AGL_DOUBLEBUFFER;
attribs[ i++ ] = AGL_ALPHA_SIZE;
attribs[ i++ ] = 8;
attribs[ i++ ] = AGL_STENCIL_SIZE;
attribs[ i++ ] = 8;
attribs[ i++ ] = AGL_DEPTH_SIZE;
attribs[ i++ ] = depth;
if(fsaa_samples > 1)
{
attribs[ i++ ] = AGL_MULTISAMPLE;
attribs[ i++ ] = 1;
attribs[ i++ ] = AGL_SAMPLE_BUFFERS_ARB;
attribs[ i++ ] = fsaa_samples;
}
attribs[ i++ ] = AGL_NONE;
mAGLPixelFormat = aglChoosePixelFormat( NULL, 0, attribs );
// Create the AGLContext from our pixel format
// Share it with main
GLRenderSystem *rs = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
OSXContext* mainContext = static_cast<OSXContext*>( rs->_getMainContext() );
if(mainContext == 0 || !(mainContext->getContextType() == "AGL"))
{
mAGLContext = aglCreateContext(mAGLPixelFormat, NULL);
}
else
{
OSXCarbonContext* context = static_cast<OSXCarbonContext*>( rs->_getMainContext() );
mAGLContext = aglCreateContext(mAGLPixelFormat, context->getContext());
}
}
}
示例7: glCreateProgram
GLMaterial::GLMaterial(GLRenderSystem& renderer, const Material& mat)
: _params(mat.default_params)
{
_id = glCreateProgram();
BufferID vShader = renderer.find_shader(mat.vertex_shader).get_id();
BufferID fShader = renderer.find_shader(mat.fragment_shader).get_id();
glAttachShader(_id, vShader);
glAttachShader(_id, fShader);
glBindAttribLocation(_id, 0, "vPosition");
glBindAttribLocation(_id, 1, "vTexCoord");
glBindAttribLocation(_id, 2, "vNormal");
glLinkProgram(_id);
// Make sure program successfully linked
GLint linked;
glGetProgramiv(_id, GL_LINK_STATUS, &linked);
if (!linked)
{
GLsizei length;
glGetProgramiv(_id, GL_INFO_LOG_LENGTH, &length);
GLchar* log = new GLchar[length + 1];
glGetProgramInfoLog(_id, length, &length, log);
Console::WriteLine("Material compilation failed: \"@\"", log);
delete[] log;
}
_model = glGetUniformLocation(_id, "model");
_view = glGetUniformLocation(_id, "view");
_projection = glGetUniformLocation(_id, "projection");
glDetachShader(_id, vShader);
glDetachShader(_id, fShader);
}
示例8: if
//-------------------------------------------------------------------------------------------------//
void OSXCarbonWindow::create( const String& name, unsigned int width, unsigned int height,
bool fullScreen, const NameValuePairList *miscParams )
{
bool hasDepthBuffer;
String title = name;
size_t fsaa_samples = 0;
int left = 0;
int top = 0;
int depth = 32;
if( miscParams )
{
NameValuePairList::const_iterator opt = NULL;
// Full screen anti aliasing
opt = miscParams->find( "FSAA" );
if( opt != miscParams->end() )
fsaa_samples = StringConverter::parseUnsignedInt( opt->second );
opt = miscParams->find( "left" );
if( opt != miscParams->end() )
left = StringConverter::parseUnsignedInt( opt->second );
opt = miscParams->find( "top" );
if( opt != miscParams->end() )
top = StringConverter::parseUnsignedInt( opt->second );
opt = miscParams->find( "title" );
if( opt != miscParams->end() )
title = opt->second;
opt = miscParams->find( "depthBuffer" );
if( opt != miscParams->end() )
hasDepthBuffer = StringConverter::parseBool( opt->second );
opt = miscParams->find( "colourDepth" );
if( opt != miscParams->end() )
depth = StringConverter::parseUnsignedInt( opt->second );
}
if(fullScreen)
{
GLRenderSystem *rs = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
OSXContext *mainContext = (OSXContext*)rs->_getMainContext();
CGLContextObj share = NULL;
if(mainContext == 0)
{
share = NULL;
}
else if(mainContext->getContextType() == "AGL")
{
OSXCarbonContext* aglShare = static_cast<OSXCarbonContext*>(mainContext);
aglGetCGLContext(aglShare->getContext(), &((void*)share));
}
else if(mainContext->getContextType() == "CGL")
{
OSXCGLContext* cglShare = static_cast<OSXCGLContext*>(mainContext);
share = cglShare->getContext();
}
// create the context
createCGLFullscreen(width, height, depth, fsaa_samples, share);
}
else
{
int i = 0;
AGLPixelFormat pixelFormat;
GLint attribs[ 20 ];
attribs[ i++ ] = AGL_NO_RECOVERY;
attribs[ i++ ] = GL_TRUE;
attribs[ i++ ] = AGL_ACCELERATED;
attribs[ i++ ] = GL_TRUE;
attribs[ i++ ] = AGL_RGBA;
attribs[ i++ ] = AGL_DOUBLEBUFFER;
attribs[ i++ ] = AGL_ALPHA_SIZE;
attribs[ i++ ] = 8;
attribs[ i++ ] = AGL_STENCIL_SIZE;
attribs[ i++ ] = 8;
attribs[ i++ ] = AGL_DEPTH_SIZE;
attribs[ i++ ] = depth;
if(fsaa_samples > 1)
{
attribs[ i++ ] = AGL_MULTISAMPLE;
attribs[ i++ ] = 1;
attribs[ i++ ] = AGL_SAMPLE_BUFFERS_ARB;
attribs[ i++ ] = fsaa_samples;
}
attribs[ i++ ] = AGL_NONE;
pixelFormat = aglChoosePixelFormat( NULL, 0, attribs );
// Create the AGLContext from our pixel format
// Share it with main
GLRenderSystem *rs = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
//.........这里部分代码省略.........
示例9: createAGLContext
void OSXCarbonWindow::setFullscreen(bool fullScreen, unsigned int width, unsigned int height)
{
if (mIsFullScreen != fullScreen || width != mWidth || height != mHeight)
{
// Set the full screen flag
mIsFullScreen = fullScreen;
createAGLContext(mFSAA, mColourDepth);
if (mIsFullScreen)
{
GLRenderSystem *rs = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
CGLContextObj share = NULL;
aglGetCGLContext(mAGLContext, (void**)&share);
// Create the CGL context object if it doesn't already exist, sharing the AGL context.
if(!mCGLContext)
{
void *cglPixFormat;
aglGetCGLPixelFormat(mAGLPixelFormat, (void **)&cglPixFormat);
mCGLContext = OGRE_NEW OSXCGLContext(mCGLContextObj, (CGLPixelFormatObj) cglPixFormat);
}
// Create the context, keeping the current colour depth and FSAA settings
createCGLFullscreen(width, height, getColourDepth(), getFSAA(), share);
rs->_switchContext(mContext);
// Hide the Carbon window
HideWindow(mWindow);
// And tell the rendersystem to stop rendering to it too
WindowEventUtilities::_removeRenderWindow(this);
}
else
{
// Create a new AGL context and pixel format if necessary
createAGLContext(mFSAA, mColourDepth);
// Create a window if we haven't already, existence check is done within the functions
if(!mWindow)
{
if(mIsExternal)
createWindowFromExternal(mView);
else
createNewWindow(width, height, mWindowTitle);
}
// Destroy the current CGL context, we will create a new one when/if we go back to full screen
destroyCGLFullscreen();
// Set the drawable, and current context
// If you do this last, there is a moment before the rendering window pops-up
#if defined(MAC_OS_X_VERSION_10_4) && MAC_OS_X_VERSION_MAX_ALLOWED <= MAC_OS_X_VERSION_10_4
aglSetDrawable(mAGLContext, GetWindowPort(mWindow));
#else
aglSetWindowRef(mAGLContext, mWindow);
#endif
aglSetCurrentContext(mAGLContext);
if(!mCarbonContext)
{
mCarbonContext = OGRE_NEW OSXCarbonContext(mAGLContext, mAGLPixelFormat);
}
GLRenderSystem *rs = static_cast<GLRenderSystem*>(Root::getSingleton().getRenderSystem());
mContext = mCarbonContext;
rs->_switchContext(mContext);
WindowEventUtilities::_addRenderWindow(this);
ShowWindow(mWindow);
SelectWindow(mWindow);
RepositionWindow(mWindow, NULL, kWindowCenterOnMainScreen);
}
mWidth = width;
mHeight = height;
}
}