#include <BALL/VIEW/RENDERING/glRenderWindow.h>
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| GLRenderWindow () |
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| GLRenderWindow (QWidget *parent_widget, const char *name=NULL, Qt::WFlags w_flags=0) |
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| GLRenderWindow (const GLRenderWindow &window, QWidget *parent_widget, const char *name=NULL, Qt::WFlags w_flags=0) |
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virtual | ~GLRenderWindow () |
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virtual bool | init () |
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virtual bool | resize (const unsigned int width, const unsigned int height) |
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virtual void | refresh () |
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virtual void | renderText (int x, int y, const String &text, const ColorRGBA &color, Size size=16) |
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virtual void | renderText (float x, float y, float z, const String &text, const ColorRGBA &color, Size size=16) |
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void | lockGLContext () |
| Lock the context for the current thread and make it active. More...
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void | unlockGLContext () |
| Unlock the context for the current thread and make it active. More...
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void | ignoreEvents (bool ignore) |
| Force the window to ignore paint events. More...
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| RenderWindow () |
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virtual | ~RenderWindow () |
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virtual FrameBufferPtr | getBuffer () throw (BALL::Exception::NoBufferAvailable) |
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virtual FrameBufferFormat | getFormat () const |
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virtual void | releaseBuffer (FrameBufferPtr buffer) |
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virtual void | prepareRendering () |
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virtual | ~RenderTarget () |
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Model of the RenderWindow which uses OpenGL to render its buffer to the screen
Definition at line 37 of file glRenderWindow.h.
BALL::VIEW::GLRenderWindow::GLRenderWindow |
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BALL::VIEW::GLRenderWindow::GLRenderWindow |
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QWidget * |
parent_widget, |
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const char * |
name = NULL , |
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Qt::WFlags |
w_flags = 0 |
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) |
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BALL::VIEW::GLRenderWindow::GLRenderWindow |
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const GLRenderWindow & |
window, |
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QWidget * |
parent_widget, |
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const char * |
name = NULL , |
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Qt::WFlags |
w_flags = 0 |
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virtual BALL::VIEW::GLRenderWindow::~GLRenderWindow |
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virtual |
void BALL::VIEW::GLRenderWindow::checkGL |
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void BALL::VIEW::GLRenderWindow::createTexture |
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const unsigned int |
winWidth, |
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const unsigned int |
winHeight |
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void BALL::VIEW::GLRenderWindow::deleteTexture |
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bool BALL::VIEW::GLRenderWindow::errorInGL |
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GLenum & |
error | ) |
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String BALL::VIEW::GLRenderWindow::getGLErrorString |
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GLenum |
error | ) |
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void BALL::VIEW::GLRenderWindow::ignoreEvents |
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bool |
ignore | ) |
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inline |
virtual bool BALL::VIEW::GLRenderWindow::init |
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void BALL::VIEW::GLRenderWindow::lockGLContext |
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Lock the context for the current thread and make it active.
void BALL::VIEW::GLRenderWindow::paintEvent |
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QPaintEvent * |
e | ) |
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virtual void BALL::VIEW::GLRenderWindow::refresh |
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Request that the image is actually displayed on the screen or other device the window encapsulated. You should implement this method in subclass. This is different from RenderTarget releaseBuffer. ReleaseBuffer only informs the window that a buffer is ready, but does not imply the buffer is actually displayed somewhere. This is done by refresh. On the other hand, refresh called inbetween getBuffer and releaseBuffer has no effect.
Reimplemented from BALL::VIEW::RenderWindow< float >.
virtual void BALL::VIEW::GLRenderWindow::renderText |
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int |
x, |
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int |
y, |
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const String & |
text, |
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const ColorRGBA & |
color, |
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Size |
size = 16 |
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virtual bool BALL::VIEW::GLRenderWindow::resize |
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const unsigned int |
width, |
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const unsigned int |
height |
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Request new window size. Returns false if such a size cannot be supplied This call must be made before the window buffer is handed out to be rendered. This precondition is being checked automatically, see getBuffer
Reimplemented from BALL::VIEW::RenderWindow< float >.
void BALL::VIEW::GLRenderWindow::unlockGLContext |
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Unlock the context for the current thread and make it active.
Mutex BALL::VIEW::GLRenderWindow::contex_mutex_ |
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mutableprotected |
GLenum BALL::VIEW::GLRenderWindow::FB_INTERNAL_TEXTURE_FORMAT |
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GLenum BALL::VIEW::GLRenderWindow::FB_TEXTURE_DATATYPE |
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GLenum BALL::VIEW::GLRenderWindow::FB_TEXTURE_FORMAT |
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GLenum BALL::VIEW::GLRenderWindow::FB_TEXTURE_TARGET |
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QGLFormat BALL::VIEW::GLRenderWindow::gl_format_ |
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staticprotected |
bool BALL::VIEW::GLRenderWindow::ignore_events_ |
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bool BALL::VIEW::GLRenderWindow::is_buffered_ |
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GLuint BALL::VIEW::GLRenderWindow::m_screenTexID |
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protected |