Torque3D/Engine/source/gfx/gl/gfxGLWindowTarget.h
2016-09-28 11:09:48 +10:00

72 lines
2.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GFXGLWINDOWTARGET_H_
#define _GFXGLWINDOWTARGET_H_
#include "gfx/gfxTarget.h"
class GFXGLWindowTarget : public GFXWindowTarget
{
public:
GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d);
~GFXGLWindowTarget();
const Point2I getSize()
{
return mWindow->getClientExtent();
}
virtual GFXFormat getFormat()
{
// TODO: Fix me!
return GFXFormatR8G8B8A8;
}
void makeActive();
virtual bool present();
virtual void resetMode();
virtual void zombify() { }
virtual void resurrect() { }
virtual void resolveTo(GFXTextureObject* obj);
void _onAppSignal(WindowId wnd, S32 event);
private:
friend class GFXGLDevice;
GLuint mCopyFBO, mBackBufferFBO;
GFXTexHandle mBackBufferColorTex, mBackBufferDepthTex;
Point2I size;
GFXDevice* mDevice;
void* mContext;
void* mFullscreenContext;
void _teardownCurrentMode();
void _setupNewMode();
void _setupAttachments();
void _WindowPresent();
//set this windows context to be current
void _makeContextCurrent();
};
#endif