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#lockdown Nick.Penwarden (Will update with full description tomorrow) [CL 2984534 by Matthew Griffin in Main branch]
75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
/** @file
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@brief Header file describing the OSVR OpenGL rendering library callback info
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@date 2015
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@author
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Russ Taylor <russ@sensics.com>
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<http://sensics.com/osvr>
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*/
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// Copyright 2015 Sensics, Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#pragma once
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namespace osvr {
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namespace renderkit {
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/// @brief Describes the OpenGL rendering library being used
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///
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/// This is one of the members of the GraphicsLibrary union
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/// from RenderManager.h. It stores the information needed
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/// for a render callback handler in an application using OpenGL
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/// as its renderer. It is in a separate include file so
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/// that only code that actually uses this needs to
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/// include it. NOTE: You must #include <GL/gl.h> or
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/// and SDL or other version of GLES include file before
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/// including this file.
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class GraphicsLibraryOpenGL {
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public:
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/// Handling the case of multiple OpenGL contexts
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/// in the client, with the one to be shared not the current
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/// one at the time the display is opened, is going to be
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/// challenging to do in a cross-platform manner, because
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/// we need a context that depends on the library used to
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/// open it (SDL, native interface, ...).
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/// This flag tells whether to share the OpenGL context
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/// that is open when the library is opened. If this is
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/// true, the application should open a context and make it
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/// current before calling OpenDisplay() and then again make
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/// sure it is current before calling any RenderManager
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/// method.
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bool shareOpenGLContext = false;
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};
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/// @brief Describes a OpenGL textures to be rendered
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///
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/// This is one of the members of the RenderBuffer union
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/// from RenderManager.h. It stores the information needed
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/// for an OpenGL texture.
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/// NOTE: You must #include <GL/gl.h> or
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/// and SDL or other version of GLES include file before
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/// including this file.
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class RenderBufferOpenGL {
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public:
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GLuint colorBufferName;
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GLuint depthStencilBufferName;
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};
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} // namespace renderkit
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} // namespace osvr
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