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72 lines
2.7 KiB
C++
72 lines
2.7 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_OPENGLRENDERER_H_INCLUDED
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#define JUCE_OPENGLRENDERER_H_INCLUDED
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//==============================================================================
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/**
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A base class that should be implemented by classes which want to render openGL
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on a background thread.
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@see OpenGLContext
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*/
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class JUCE_API OpenGLRenderer
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{
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public:
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OpenGLRenderer() {}
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virtual ~OpenGLRenderer() {}
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/** Called when a new GL context has been created.
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You can use this as an opportunity to create your textures, shaders, etc.
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When the method is invoked, the new GL context will be active.
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Note that this callback will be made on a background thread, so make sure
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that your implementation is thread-safe.
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*/
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virtual void newOpenGLContextCreated() = 0;
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/** Called when you should render the next openGL frame.
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Note that this callback will be made on a background thread, not the message
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thread, so make sure that your implementation is thread-safe.
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For information about how to trigger a render callback, see
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OpenGLContext::triggerRepaint() and OpenGLContext::setContinuousRepainting().
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*/
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virtual void renderOpenGL() = 0;
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/** Called when the current openGL context is about to close.
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You can use this opportunity to release any GL resources that you may have
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created.
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Note that this callback will be made on a background thread, so make sure
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that your implementation is thread-safe.
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(Also note that on Android, this callback won't happen, because there's currently
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no way to implement it..)
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*/
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virtual void openGLContextClosing() = 0;
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};
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#endif // JUCE_OPENGLRENDERER_H_INCLUDED
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