CGII/framework/include/libs/cgv_gl/gl/gl_context.h

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#pragma once
#include <stack>
#include <cgv/render/context.h>
#include <cgv_gl/gl/gl.h>
#include "lib_begin.h"
namespace cgv {
/// namespace for api independent GPU programming
namespace render {
/// namespace for opengl specific GPU programming
namespace gl {
/// set a very specific texture format from a gl-constant and a component_format description. This should be called after the texture is constructed and before it is created.
extern CGV_API void set_gl_format(texture& tex, GLuint gl_format, const std::string& component_format_description);
/// return the texture format used for a given texture. If called before texture has been created, the function returns, which format would be chosen by the automatic format selection process.
extern CGV_API GLuint get_gl_format(const texture& tex);
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extern CGV_API GLuint map_to_gl(PrimitiveType pt);
extern CGV_API GLuint map_to_gl(MaterialSide ms);
/// set material in opengl state to given material
extern CGV_API void set_material(const cgv::media::illum::phong_material& mat, MaterialSide ms, float alpha);
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/** implementation of the context API for the OpenGL API excluding methods for font selection, redraw and
initiation of render passes. */
class CGV_API gl_context : public render::context
{
private:
std::stack<void*> frame_buffer_stack;
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/// currently enabled shader program
shader_program_base* enabled_program;
/// currently enabled attribute array binding
attribute_array_binding_base* enabled_aab;
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int query_integer_constant(ContextIntegerConstant cic) const;
GLuint texture_bind(TextureType tt, GLuint tex_id);
void texture_unbind(TextureType tt, GLuint tmp_id);
GLuint texture_generate(texture_base& tb);
void frame_buffer_bind(const frame_buffer_base& fbb, void*& user_data) const;
void frame_buffer_unbind(const frame_buffer_base& fbb, void*& user_data) const;
void frame_buffer_bind(frame_buffer_base& fbb) const;
void frame_buffer_unbind(frame_buffer_base& fbb) const;
protected:
void put_id(void* handle, void* ptr) const;
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cgv::data::component_format texture_find_best_format(const cgv::data::component_format& cf, render_component& rc, const std::vector<cgv::data::data_view>* palettes = 0) const;
bool texture_create(texture_base& tb, cgv::data::data_format& df);
bool texture_create(texture_base& tb, cgv::data::data_format& target_format, const cgv::data::const_data_view& data, int level, int cube_side = -1, const std::vector<cgv::data::data_view>* palettes = 0);
bool texture_create_from_buffer(texture_base& tb, cgv::data::data_format& df, int x, int y, int level);
bool texture_replace(texture_base& tb, int x, int y, int z_or_cube_side, const cgv::data::const_data_view& data, int level, const std::vector<cgv::data::data_view>* palettes = 0);
bool texture_replace_from_buffer(texture_base& tb, int x, int y, int z_or_cube_side, int x_buffer, int y_buffer, unsigned int width, unsigned int height, int level);
bool texture_generate_mipmaps(texture_base& tb, unsigned int dim);
bool texture_destruct(texture_base& tb);
bool texture_set_state(const texture_base& tb);
bool texture_enable(texture_base& tb, int tex_unit, unsigned int nr_dims);
bool texture_disable(texture_base& tb, int tex_unit, unsigned int nr_dims);
bool render_buffer_create(render_component& rc, cgv::data::component_format& cf, int& _width, int& _height);
bool render_buffer_destruct(render_component& rc);
bool frame_buffer_create(frame_buffer_base& fbb);
bool frame_buffer_attach(frame_buffer_base& fbb, const render_component& rb, bool is_depth, int i);
bool frame_buffer_attach(frame_buffer_base& fbb, const texture_base& t, bool is_depth, int level, int i, int z);
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bool frame_buffer_is_complete(const frame_buffer_base& fbb) const;
bool frame_buffer_enable(frame_buffer_base& fbb);
bool frame_buffer_disable(frame_buffer_base& fbb);
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bool frame_buffer_destruct(frame_buffer_base& fbb);
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int frame_buffer_get_max_nr_color_attachments();
int frame_buffer_get_max_nr_draw_buffers();
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bool shader_code_create(render_component& sc, ShaderType st, const std::string& source);
bool shader_code_compile(render_component& sc);
void shader_code_destruct(render_component& sc);
bool shader_program_create(shader_program_base& spb);
void shader_program_attach(shader_program_base& spb, const render_component& sc);
bool shader_program_link(shader_program_base& spb);
bool shader_program_set_state(shader_program_base& spb);
bool shader_program_enable(shader_program_base& spb);
bool shader_program_disable(shader_program_base& spb);
void shader_program_detach(shader_program_base& spb, const render_component& sc);
void shader_program_destruct(shader_program_base& spb);
int get_uniform_location(const shader_program_base& spb, const std::string& name) const;
bool set_uniform_void(shader_program_base& spb, int loc, type_descriptor value_type, const void* value_ptr);
bool set_uniform_array_void(shader_program_base& spb, int loc, type_descriptor value_type, const void* value_ptr, size_t nr_elements);
int get_attribute_location(const shader_program_base& spb, const std::string& name) const;
bool set_attribute_void(shader_program_base& spb, int loc, type_descriptor value_type, const void* value_ptr);
bool attribute_array_binding_create(attribute_array_binding_base& aab);
bool attribute_array_binding_destruct(attribute_array_binding_base& aab);
bool attribute_array_binding_enable(attribute_array_binding_base& aab);
bool attribute_array_binding_disable(attribute_array_binding_base& aab);
bool set_attribute_array_void(attribute_array_binding_base* aab, int loc, type_descriptor value_type, const vertex_buffer_base* vbb, const void* ptr, size_t nr_elements, unsigned stride_in_bytes);
bool enable_attribute_array(attribute_array_binding_base* aab, int loc, bool do_enable);
bool is_attribute_array_enabled(const attribute_array_binding_base* aab, int loc) const;
bool vertex_buffer_create(vertex_buffer_base& vbb, const void* array_ptr, size_t size_in_bytes);
bool vertex_buffer_replace(vertex_buffer_base& vbb, size_t offset, size_t size_in_bytes, const void* array_ptr);
bool vertex_buffer_copy(const vertex_buffer_base& src, size_t src_offset, vertex_buffer_base& target, size_t target_offset, size_t size_in_bytes);
bool vertex_buffer_copy_back(vertex_buffer_base& vbb, size_t offset, size_t size_in_bytes, void* array_ptr);
bool vertex_buffer_destruct(vertex_buffer_base& vbb);
bool check_gl_error(const std::string& where, const cgv::render::render_component* rc = 0);
bool check_texture_support(TextureType tt, const std::string& where, const cgv::render::render_component* rc = 0);
bool check_shader_support(ShaderType st, const std::string& where, const cgv::render::render_component* rc = 0);
bool check_fbo_support(const std::string& where, const cgv::render::render_component* rc = 0);
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/// font used to draw textual info
cgv::media::font::font_face_ptr info_font_face;
/// font size to draw textual info
float info_font_size;
///
void draw_textual_info();
///
bool show_help;
bool show_stats;
public:
/// construct context and attach signals
gl_context();
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/// ensure that glew is initialized, define lighting mode, viewing pyramid and the rendering mode and return whether gl configuration was successful
bool configure_gl();
void resize_gl();
/// overwrite function to return info font size in case no font is currently selected
float get_current_font_size() const;
/// overwrite function to return info font face in case no font is currently selected
media::font::font_face_ptr get_current_font_face() const;
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///
void perform_screen_shot();
/// return the used rendering API
RenderAPI get_render_api() const;
///
void init_render_pass();
///
void finish_render_pass();
/**@name light and materials management*/
//@{
/// enable a material without textures
void enable_material(const cgv::media::illum::phong_material& mat, MaterialSide ms = MS_FRONT_AND_BACK, float alpha = 1);
/// disable phong material
void disable_material(const cgv::media::illum::phong_material& mat);
/// enable a material with textures
void enable_material(const textured_material& mat, MaterialSide ms = MS_FRONT_AND_BACK, float alpha = 1);
/// disable phong material
void disable_material(const textured_material& mat);
/// return maximum number of supported light sources
unsigned get_max_nr_lights() const;
/// enable a light source and return a handled to be used for disabling, if no more light source unit available 0 is returned
void* enable_light(const cgv::media::illum::light_source& light);
/// disable a previously enabled light
void disable_light(void* handle);
///
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void tesselate_arrow(double length = 1, double aspect = 0.1, double rel_tip_radius = 2.0, double tip_aspect = 0.3, int res = 25);
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///
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void tesselate_arrow(const cgv::math::fvec<double, 3>& start, const cgv::math::fvec<double, 3>& end, double aspect = 0.1f, double rel_tip_radius = 2.0f, double tip_aspect = 0.3f, int res = 25);
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///
void draw_light_source(const cgv::media::illum::light_source& l, float intensity_scale, float light_scale);
//@}
/**@name text output*/
//@{
/// use this to push transformation matrices on the stack such that x and y coordinates correspond to window coordinates
void push_pixel_coords();
/// transform point p into cursor coordinates and put x and y coordinates into the passed variables
void put_cursor_coords(const vec_type& p, int& x, int& y) const;
/// pop previously changed transformation matrices
void pop_pixel_coords();
/// implement according to specification in context class
virtual bool read_frame_buffer(
data::data_view& dv,
unsigned int x = 0, unsigned int y = 0,
FrameBufferType buffer_type = FB_BACK,
TypeId type = type::info::TI_UINT8,
data::ComponentFormat cf = data::CF_RGB,
int w = -1, int h = -1);
//@}
/**@name tesselation*/
//@{
/// tesselate with independent faces
virtual void draw_faces(
const double* vertices, const double* normals, const double* tex_coords,
const int* vertex_indices, const int* normal_indices, const int* tex_coord_indices,
int nr_faces, int face_degree, bool flip_normals) const;
/// tesselate with one face strip
virtual void draw_strip_or_fan(
const double* vertices, const double* normals, const double* tex_coords,
const int* vertex_indices, const int* normal_indices, const int* tex_coord_indices,
int nr_faces, int face_degree, bool is_fan, bool flip_normals) const;
//@}
/**@name transformations*/
//@{
/// return homogeneous 4x4 viewing matrix, which transforms from world to eye space
mat_type get_V() const;
/// set the current viewing matrix, which transforms from world to eye space
void set_V(const mat_type& V) const;
/// return homogeneous 4x4 projection matrix, which transforms from eye to clip space
mat_type get_P() const;
/// set the current projection matrix, which transforms from eye to clip space
void set_P(const mat_type& P) const;
/// return homogeneous 4x4 projection matrix, which transforms from clip to device space
mat_type get_D() const;
/// read the device z-coordinate from the z-buffer for the given device x- and y-coordinates
double get_z_D(int x_D, int y_D) const;
//@}
};
}
}
}
#include <cgv/config/lib_end.h>