Haiku: Add in public GL kit headers
* These make up the base of what C++ GL Haiku applications use for 3D rendering. * Not placed in includes/GL to prevent Haiku headers from getting installed on non-Haiku systems. Acked-by: Brian Paul <brianp@vmware.com>
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include/HaikuGL/GLRenderer.h
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76
include/HaikuGL/GLRenderer.h
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/*
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* Copyright 2006, Philippe Houdoin. All rights reserved.
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* Distributed under the terms of the MIT License.
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* This header defines BGLRenderer, the base class making up
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* the Haiku GL renderer add-ons (essentially selfcontained C++
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* shared libraries that do the actual rendering such as
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* libswpipe.so and libswrast.so)
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*/
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#ifndef GLRENDERER_H
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#define GLRENDERER_H
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#include <BeBuild.h>
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#include <GLView.h>
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class BGLDispatcher;
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class GLRendererRoster;
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typedef unsigned long renderer_id;
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class BGLRenderer
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{
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// Private unimplemented copy constructors
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BGLRenderer(const BGLRenderer &);
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BGLRenderer & operator=(const BGLRenderer &);
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public:
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BGLRenderer(BGLView *view, ulong bgl_options,
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BGLDispatcher *dispatcher);
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virtual ~BGLRenderer();
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void Acquire();
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void Release();
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virtual void LockGL();
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virtual void UnlockGL();
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virtual void SwapBuffers(bool VSync = false);
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virtual void Draw(BRect updateRect);
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virtual status_t CopyPixelsOut(BPoint source, BBitmap *dest);
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virtual status_t CopyPixelsIn(BBitmap *source, BPoint dest);
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virtual void FrameResized(float width, float height);
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virtual void DirectConnected(direct_buffer_info *info);
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virtual void EnableDirectMode(bool enabled);
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inline int32 ReferenceCount() const { return fRefCount; };
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inline ulong Options() const { return fOptions; };
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inline BGLView* GLView() { return fView; };
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inline BGLDispatcher* GLDispatcher() { return fDispatcher; };
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private:
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friend class GLRendererRoster;
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virtual status_t _Reserved_Renderer_0(int32, void *);
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virtual status_t _Reserved_Renderer_1(int32, void *);
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virtual status_t _Reserved_Renderer_2(int32, void *);
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virtual status_t _Reserved_Renderer_3(int32, void *);
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virtual status_t _Reserved_Renderer_4(int32, void *);
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volatile int32 fRefCount; // How much we're still usefull?
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BGLView* fView; // Never forget who is the boss!
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ulong fOptions; // Keep that tune in memory
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BGLDispatcher* fDispatcher;// Our personal GL API call dispatcher
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GLRendererRoster* fOwningRoster;
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renderer_id fID;
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};
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extern "C" _EXPORT BGLRenderer* instantiate_gl_renderer(BGLView *view, ulong options, BGLDispatcher *dispatcher);
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#endif // GLRENDERER_H
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