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OpenGLContext Class Reference

Creates an OpenGL context, which can be attached to a component. More...

List of all members.

Public Member Functions

 OpenGLContext ()
 ~OpenGLContext ()
 Destructor.
void setRenderer (OpenGLRenderer *rendererToUse) noexcept
 Gives the context an OpenGLRenderer to use to do the drawing.
void setComponentPaintingEnabled (bool shouldPaintComponent) noexcept
 Enables or disables the use of the GL context to perform 2D rendering of the component to which it is attached.
void setPixelFormat (const OpenGLPixelFormat &preferredPixelFormat) noexcept
 Sets the pixel format which you'd like to use for the target GL surface.
void setNativeSharedContext (void *nativeContextToShareWith) noexcept
 Provides a context with which you'd like this context's resources to be shared.
void attachTo (Component &component)
 Attaches the context to a target component.
void detach ()
 Detaches the context from its target component and deletes any native resources.
bool isAttached () const noexcept
 Returns true if the context is attached to a component and is on-screen.
ComponentgetTargetComponent () const noexcept
 Returns the component to which this context is currently attached, or nullptr.
void triggerRepaint ()
 Asynchronously causes a repaint to be made.
int getWidth () const noexcept
 Returns the width of this context.
int getHeight () const noexcept
 Returns the height of this context.
unsigned int getFrameBufferID () const noexcept
 If this context is backed by a frame buffer, this returns its ID number, or 0 if the context does not use a framebuffer.
bool areShadersAvailable () const
 Returns true if shaders can be used in this context.
ReferenceCountedObjectgetAssociatedObject (const char *name) const
 This retrieves an object that was previously stored with setAssociatedObject().
void setAssociatedObject (const char *name, ReferenceCountedObject *newObject)
 Attaches a named object to the context, which will be deleted when the context is destroyed.
bool makeActive () const noexcept
 Makes this context the currently active one.
bool isActive () const noexcept
 Returns true if this context is currently active for the calling thread.
void swapBuffers ()
 Swaps the buffers (if the context can do this).
bool setSwapInterval (int numFramesPerSwap)
 Sets whether the context checks the vertical sync before swapping.
int getSwapInterval () const
 Returns the current swap-sync interval.
void * getRawContext () const noexcept
 Returns an OS-dependent handle to some kind of underlting OS-provided GL context.
void copyTexture (const Rectangle< int > &targetClipArea, const Rectangle< int > &anchorPosAndTextureSize, int contextWidth, int contextHeight)
 Draws the currently selected texture into this context at its original size.

Static Public Member Functions

static OpenGLContextgetCurrentContext ()
 Returns the context that's currently in active use by the calling thread, or nullptr if no context is active.
static void deactivateCurrentContext ()
 If any context is active on the current thread, this deactivates it.

Public Attributes

OpenGLExtensionFunctions extensions
 This structure holds a set of dynamically loaded GL functions for use on this context.

Detailed Description

Creates an OpenGL context, which can be attached to a component.

To render some OpenGL, you should create an instance of an OpenGLContext, and call attachTo() to make it use a component as its render target.

To provide threaded rendering, you can supply an OpenGLRenderer object that will be used to render each frame.

Before your target component or OpenGLRenderer is deleted, you MUST call detach() or delete the OpenGLContext to allow the background thread to stop and the native resources to be freed safely.

See also:
OpenGLRenderer

Constructor & Destructor Documentation

Destructor.


Member Function Documentation

void OpenGLContext::setRenderer ( OpenGLRenderer rendererToUse)

Gives the context an OpenGLRenderer to use to do the drawing.

The object that you give it will not be owned by the context, so it's the caller's responsibility to manage its lifetime and make sure that it doesn't get deleted while the context may be using it. To stop the context using a renderer, just call this method with a null pointer. Note: This must be called BEFORE attaching your context to a target component!

void OpenGLContext::setComponentPaintingEnabled ( bool  shouldPaintComponent)

Enables or disables the use of the GL context to perform 2D rendering of the component to which it is attached.

If this is false, then only your OpenGLRenderer will be used to perform any rendering. If true, then each time your target's paint() method needs to be called, an OpenGLGraphicsContext will be used to render it, (after calling your OpenGLRenderer if there is one).

By default this is set to true. If you're not using any paint() method functionality and are doing all your rendering in an OpenGLRenderer, you should disable it to improve performance.

Note: This must be called BEFORE attaching your context to a target component!

void OpenGLContext::setPixelFormat ( const OpenGLPixelFormat preferredPixelFormat)

Sets the pixel format which you'd like to use for the target GL surface.

Note: This must be called BEFORE attaching your context to a target component!

void OpenGLContext::setNativeSharedContext ( void *  nativeContextToShareWith)

Provides a context with which you'd like this context's resources to be shared.

The object passed-in here is a platform-dependent native context object, and must not be deleted while this context may still be using it! To turn off sharing, you can call this method with a null pointer. Note: This must be called BEFORE attaching your context to a target component!

void OpenGLContext::attachTo ( Component component)

Attaches the context to a target component.

If the component is not fully visible, this call will wait until the component is shown before actually creating a native context for it.

When a native context is created, a thread is started, and will be used to call the OpenGLRenderer methods. The context will be floated above the target component, and when the target moves, it will track it. If the component is hidden/shown, the context may be deleted and re-created.

Detaches the context from its target component and deletes any native resources.

If the context has not been attached, this will do nothing. Otherwise, it will block until the context and its thread have been cleaned up.

bool OpenGLContext::isAttached ( ) const

Returns true if the context is attached to a component and is on-screen.

Note that if you call attachTo() for a non-visible component, this method will return false until the component is made visible.

Returns the component to which this context is currently attached, or nullptr.

Returns the context that's currently in active use by the calling thread, or nullptr if no context is active.

Asynchronously causes a repaint to be made.

int OpenGLContext::getWidth ( ) const

Returns the width of this context.

int OpenGLContext::getHeight ( ) const

Returns the height of this context.

unsigned int OpenGLContext::getFrameBufferID ( ) const

If this context is backed by a frame buffer, this returns its ID number, or 0 if the context does not use a framebuffer.

Returns true if shaders can be used in this context.

This retrieves an object that was previously stored with setAssociatedObject().

If no object is found with the given name, this will return nullptr. This method must only be called from within the GL rendering methods.

See also:
setAssociatedObject
void OpenGLContext::setAssociatedObject ( const char *  name,
ReferenceCountedObject newObject 
)

Attaches a named object to the context, which will be deleted when the context is destroyed.

This allows you to store an object which will be released before the context is deleted. The main purpose is for caching GL objects such as shader programs, which will become invalid when the context is deleted.

This method must only be called from within the GL rendering methods.

bool OpenGLContext::makeActive ( ) const

Makes this context the currently active one.

You should never need to call this in normal use - the context will already be active when OpenGLRenderer::renderOpenGL() is invoked.

bool OpenGLContext::isActive ( ) const

Returns true if this context is currently active for the calling thread.

static void OpenGLContext::deactivateCurrentContext ( ) [static]

If any context is active on the current thread, this deactivates it.

Note that on some platforms, like Android, this isn't possible.

Swaps the buffers (if the context can do this).

There's normally no need to call this directly - the buffers will be swapped automatically after your OpenGLRenderer::renderOpenGL() method has been called.

bool OpenGLContext::setSwapInterval ( int  numFramesPerSwap)

Sets whether the context checks the vertical sync before swapping.

The value is the number of frames to allow between buffer-swapping. This is fairly system-dependent, but 0 turns off syncing, 1 makes it swap on frame-boundaries, and greater numbers indicate that it should swap less often.

Returns true if it sets the value successfully - some platforms won't support this setting.

Returns the current swap-sync interval.

See setSwapInterval() for info about the value returned.

Returns an OS-dependent handle to some kind of underlting OS-provided GL context.

The exact type of the value returned will depend on the OS and may change if the implementation changes. If you want to use this, digging around in the native code is probably the best way to find out what it is.

void OpenGLContext::copyTexture ( const Rectangle< int > &  targetClipArea,
const Rectangle< int > &  anchorPosAndTextureSize,
int  contextWidth,
int  contextHeight 
)

Draws the currently selected texture into this context at its original size.

Parameters:
targetClipAreathe target area to draw into (in top-left origin coords)
anchorPosAndTextureSizethe position of this rectangle is the texture's top-left anchor position in the target space, and the size must be the total size of the texture.
contextWidththe width of the context or framebuffer that is being drawn into, used for scaling of the coordinates.
contextHeightthe height of the context or framebuffer that is being drawn into, used for vertical flipping of the y coordinates.

Member Data Documentation

OpenGLExtensionFunctions OpenGLContext::extensions

This structure holds a set of dynamically loaded GL functions for use on this context.


The documentation for this class was generated from the following file: