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97 lines
3.9 KiB
C++
97 lines
3.9 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE framework.
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Copyright (c) Raw Material Software Limited
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JUCE is an open source framework subject to commercial or open source
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licensing.
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By downloading, installing, or using the JUCE framework, or combining the
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JUCE framework with any other source code, object code, content or any other
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copyrightable work, you agree to the terms of the JUCE End User Licence
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Agreement, and all incorporated terms including the JUCE Privacy Policy and
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the JUCE Website Terms of Service, as applicable, which will bind you. If you
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do not agree to the terms of these agreements, we will not license the JUCE
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framework to you, and you must discontinue the installation or download
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process and cease use of the JUCE framework.
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JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
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JUCE Privacy Policy: https://juce.com/juce-privacy-policy
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JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
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Or:
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You may also use this code under the terms of the AGPLv3:
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https://www.gnu.org/licenses/agpl-3.0.en.html
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THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
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WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
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MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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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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@tags{OpenGL}
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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() = default;
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virtual ~OpenGLRenderer() = default;
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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.
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If the context is attached to a component in order to do component rendering,
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then the MessageManager will be locked when this callback is made.
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If no component rendering is being done, then the MessageManager will not be
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locked, and you'll need to make sure your code is thread-safe in any
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interactions it has with your GUI classes.
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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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IMPORTANT: Never take a MessageManagerLock inside this function! On
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macOS, the OpenGL context will be locked for the duration of this call.
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The main thread may also attempt to interact with the OpenGL context at
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any time, which will also require locking the OpenGL context. As a
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result, taking a MessageManagerLock inside renderOpenGL() may cause a
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hierarchical deadlock.
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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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} // namespace juce
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