/usr/include/cegui-0.8.7/CEGUI/RendererModules/OpenGL/RendererBase.h is in libcegui-mk2-dev 0.8.7-1.3+b2.
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created: Tue Apr 30 2013
authors: Paul D Turner <paul@cegui.org.uk>
Lukas E Meindl
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2013 Paul D Turner & The CEGUI Development Team
*
* 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 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 _CEGUIRendererBase_h_
#define _CEGUIRendererBase_h_
#include "../../Base.h"
#include "../../Renderer.h"
#include "../../Size.h"
#include "../../Vector.h"
#include "../../Rect.h"
#include "../../TextureTarget.h"
#include "CEGUI/RendererModules/OpenGL/GL.h"
#include <vector>
#include <map>
#if defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable : 4251)
#endif
namespace CEGUI
{
class OpenGLTexture;
class OpenGLGeometryBufferBase;
struct mat4Pimpl;
//! Common base class used for other OpenGL (desktop or ES) based renderer modules.
class OPENGL_GUIRENDERER_API OpenGLRendererBase : public Renderer
{
public:
// implement Renderer interface
RenderTarget& getDefaultRenderTarget();
GeometryBuffer& createGeometryBuffer();
void destroyGeometryBuffer(const GeometryBuffer& buffer);
void destroyAllGeometryBuffers();
TextureTarget* createTextureTarget();
void destroyTextureTarget(TextureTarget* target);
void destroyAllTextureTargets();
Texture& createTexture(const String& name);
Texture& createTexture(const String& name,
const String& filename,
const String& resourceGroup);
Texture& createTexture(const String& name, const Sizef& size);
void destroyTexture(Texture& texture);
void destroyTexture(const String& name);
void destroyAllTextures();
Texture& getTexture(const String& name) const;
bool isTextureDefined(const String& name) const;
void setDisplaySize(const Sizef& sz);
const Sizef& getDisplaySize() const;
const Vector2f& getDisplayDPI() const;
uint getMaxTextureSize() const;
const String& getIdentifierString() const;
/*!
\brief
Create a texture that uses an existing OpenGL texture with the specified
size. Note that it is your responsibility to ensure that the OpenGL
texture is valid and that the specified size is accurate.
\param sz
Size object that describes the pixel size of the OpenGL texture
identified by \a tex.
\param name
String holding the name for the new texture. Texture names must be
unique within the Renderer.
\return
Texture object that wraps the OpenGL texture \a tex, and whose size is
specified to be \a sz.
\exceptions
- AlreadyExistsException - thrown if a Texture object named \a name
already exists within the system.
*/
Texture& createTexture(const String& name, GLuint tex, const Sizef& sz);
/*!
\brief
Tells the renderer to initialise some extra states beyond what it
directly needs itself for CEGUI.
This option is useful in cases where you've made changes to the default
OpenGL state and do not want to save/restore those between CEGUI
rendering calls. Note that this option will not deal with every
possible state or extension - if you want a state added here, make a
request and we'll consider it ;)
*/
void enableExtraStateSettings(bool setting);
/*!
\brief
Grabs all the loaded textures from Texture RAM and stores them in a
local data buffer. This function invalidates all textures, and
restoreTextures must be called before any CEGUI rendering is done for
predictable results.
*/
void grabTextures();
/*!
\brief
Restores all the loaded textures from the local data buffers previously
created by 'grabTextures'
*/
void restoreTextures();
/*!
\brief
Helper to return a valid texture size according to reported OpenGL
capabilities.
\param sz
Size object containing input size.
\return
Size object containing - possibly different - output size.
*/
virtual Sizef getAdjustedTextureSize(const Sizef& sz) const;
/*!
\brief
Utility function that will return \a f if it's a power of two, or the
next power of two up from \a f if it's not.
*/
static float getNextPOTSize(const float f);
//! set the render states for the specified BlendMode.
virtual void setupRenderingBlendMode(const BlendMode mode,
const bool force = false) = 0;
//! \deprecated - the OpenGL Info class should be used in the future for this purpose
virtual bool isS3TCSupported() const = 0;
/*!
\brief
Helper to return view projection matrix.
\return
The view projection matrix.
*/
virtual const mat4Pimpl* getViewProjectionMatrix();
/*!
\brief
Helper to set the view projection matrix.
\param viewProjectionMatrix
The view projection matrix.
*/
virtual void setViewProjectionMatrix(const mat4Pimpl* viewProjectionMatrix);
/*!
\brief
Helper to get the viewport.
\return
The viewport.
*/
const CEGUI::Rectf& getActiveViewPort();
/*!
\brief
Helper to set the active render target.
\param renderTarget
The active RenderTarget.
*/
void setActiveRenderTarget(RenderTarget* renderTarget);
/*!
\brief
Helper to get the active render target.
\return
The active RenderTarget.
*/
RenderTarget* getActiveRenderTarget();
/*!
\brief
Returns if the texture coordinate system is vertically flipped or not. The original of a
texture coordinate system is typically located either at the the top-left or the bottom-left.
CEGUI, Direct3D and most rendering engines assume it to be on the top-left. OpenGL assumes it to
be at the bottom left.
This function is intended to be used when generating geometry for rendering the TextureTarget
onto another surface. It is also intended to be used when trying to use a custom texture (RTT)
inside CEGUI using the Image class, in order to determine the Image coordinates correctly.
\return
- true if flipping is required: the texture coordinate origin is at the bottom left
- false if flipping is not required: the texture coordinate origin is at the top left
*/
bool isTexCoordSystemFlipped() const { return true; }
protected:
OpenGLRendererBase();
/*!
\brief
Constructor.
\param display_size
Size object describing the initial display resolution.
*/
OpenGLRendererBase(const Sizef& display_size);
OpenGLRendererBase(bool set_glew_experimental);
/*!
\brief
Constructor.
\param display_size
Size object describing the initial display resolution.
\param set_glew_experimental
If true, set "glewExperimental = GL_TRUE" before calling "glewInit".
*/
OpenGLRendererBase(const Sizef& display_size, bool set_glew_experimental);
void init (bool init_glew=false, bool set_glew_experimental=false);
//! Destructor!
virtual ~OpenGLRendererBase();
//! helper to safely log the creation of a named texture
static void logTextureCreation(const String& name);
//! helper to safely log the destruction of a named texture
static void logTextureDestruction(const String& name);
//! helper to set (rough) max texture size.
void initialiseMaxTextureSize();
//! helper to set display size with current viewport size.
void initialiseDisplaySizeWithViewportSize();
//! return some appropriate OpenGLGeometryBufferBase subclass instance.
virtual OpenGLGeometryBufferBase* createGeometryBuffer_impl() = 0;
//! return some appropriate TextureTarget subclass instance.
virtual TextureTarget* createTextureTarget_impl() = 0;
//! String holding the renderer identification text.
static String d_rendererID;
//! What the renderer considers to be the current display size.
Sizef d_displaySize;
//! What the renderer considers to be the current display DPI resolution.
Vector2f d_displayDPI;
//! The default RenderTarget
RenderTarget* d_defaultTarget;
//! container type used to hold TextureTargets we create.
typedef std::vector<TextureTarget*> TextureTargetList;
//! Container used to track texture targets.
TextureTargetList d_textureTargets;
//! container type used to hold GeometryBuffers created.
typedef std::vector<OpenGLGeometryBufferBase*> GeometryBufferList;
//! Container used to track geometry buffers.
GeometryBufferList d_geometryBuffers;
//! container type used to hold Textures we create.
typedef std::map<String, OpenGLTexture*, StringFastLessCompare
CEGUI_MAP_ALLOC(String, OpenGLTexture*)> TextureMap;
//! Container used to track textures.
TextureMap d_textures;
//! What the renderer thinks the max texture size is.
uint d_maxTextureSize;
//! option of whether to initialise extra states that may not be at default
bool d_initExtraStates;
//! What blend mode we think is active.
BlendMode d_activeBlendMode;
//! View projection matrix
mat4Pimpl* d_viewProjectionMatrix;
//! The active RenderTarget
RenderTarget* d_activeRenderTarget;
};
/**
This class allows us to implement a factory template for creating and
destroying any type of TextureTarget. The code that detects
the computer's abilities will generate an appropriate factory for a
TextureTarget based on what the host system can provide - or use the
default 'null' factory if no suitable TextureTargets are available.
*/
class OGLTextureTargetFactory :
public AllocatedObject<OGLTextureTargetFactory>
{
public:
OGLTextureTargetFactory() {}
virtual ~OGLTextureTargetFactory() {}
virtual TextureTarget* create(OpenGLRendererBase&) const
{ return 0; }
};
}
#if defined(_MSC_VER)
# pragma warning(pop)
#endif
#endif
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