Opentk/Source/OpenTK/GLContext.cs

170 lines
5.6 KiB
C#

#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using OpenTK.Platform;
namespace OpenTK
{
/// <summary>
/// Represents and provides methods to manipulate an OpenGL render context.
/// </summary>
public class GLContext : IGLContext
{
/// <summary>
/// The actual render context implementation for the underlying platform.
/// </summary>
private IGLContext implementation;
/// <summary>
/// Constructs a new GLContext with the specified DisplayMode, and bound to the specified IWindowInfo.
/// </summary>
/// <param name="mode"></param>
/// <param name="window"></param>
public GLContext(DisplayMode mode, IWindowInfo window)
{
switch (Environment.OSVersion.Platform)
{
case PlatformID.Unix:
case (PlatformID)128:
implementation = new OpenTK.Platform.X11.X11GLContext(mode, window);
break;
case PlatformID.Win32NT:
case PlatformID.Win32S:
case PlatformID.Win32Windows:
case PlatformID.WinCE:
implementation = new OpenTK.Platform.Windows.WinGLContext(mode, window);
break;
default:
throw new PlatformNotSupportedException("Your platform is not supported currently. Please, refer to http://opentk.sourceforge.net for more information.");
}
}
#region --- IGLContext Members ---
/// <summary>
/// Gets a handle to the OpenGL rendering context.
/// </summary>
public IntPtr Context
{
get { return implementation.Context; }
}
/// <summary>
/// Gets the IWindowInfo describing the window associated with this context.
/// </summary>
public IWindowInfo Info
{
get { return implementation.Info; }
}
/// <summary>
/// Gets the DisplayMode of the context.
/// </summary>
public DisplayMode Mode
{
get { return implementation.Mode; }
}
/// <summary>
/// Creates an OpenGL context.
/// </summary>
public void CreateContext()
{
implementation.CreateContext();
}
/// <summary>
/// Creates an OpenGL context with a direct or indirect rendering mode. This parameter is ignored
/// on Windows platforms (direct mode only).
/// </summary>
/// <param name="direct">Set to true for direct rendering or false otherwise.</param>
/// <remarks>
/// <para>
/// Direct rendering is the default rendering mode for OpenTK, since it can provide higher performance
/// in some circumastances.
/// </para>
/// <para>
/// The 'direct' parameter is a hint, and will ignored if the specified mode is not supported (e.g. setting
/// indirect rendering on Windows platforms).
/// </para>
/// </remarks>
public void CreateContext(bool direct)
{
implementation.CreateContext(direct);
}
/// <summary>
/// Creates an OpenGL context with the specified direct/indirect rendering mode and sharing state with the
/// specified IGLContext.
/// </summary>
/// <param name="direct">Set to true for direct rendering or false otherwise.</param>
/// <param name="source">The source IGLContext to share state from.</param>.
/// <seealso cref="CreateContext(bool)"/>
public void CreateContext(bool direct, IGLContext source)
{
implementation.CreateContext(direct, source);
}
/// <summary>
/// Swaps buffers on a context. This presents the rendered scene to the user.
/// </summary>
public void SwapBuffers()
{
implementation.SwapBuffers();
}
/// <summary>
/// Makes this context the current rendering target.
/// </summary>
public void MakeCurrent()
{
implementation.MakeCurrent();
}
/// <summary>
/// Gets the address of an OpenGL extension function.
/// </summary>
/// <param name="function">The name of the OpenGL function (e.g. "glGetString")</param>
/// <returns>
/// A pointer to the specified function or IntPtr.Zero if the function isn't
/// available in the current opengl context.
/// </returns>
/// <see cref="Marshal.GetDelegateForFunctionPointer"/>
public IntPtr GetAddress(string function)
{
return implementation.GetAddress(function);
}
/// <summary>
/// Returns the display modes supported by the current opengl context.
/// </summary>
/// <returns>An IEnumerable containing all supported display modes.</returns>
public IEnumerable<DisplayMode> GetDisplayModes()
{
return implementation.GetDisplayModes();
}
#endregion
#region IDisposable Members
/// <summary>
/// Disposes of the GLContext.
/// </summary>
public void Dispose()
{
implementation.Dispose();
}
#endregion
}
}