|
- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2022 - Raw Material Software Limited
-
- JUCE is an open source library subject to commercial or open-source
- licensing.
-
- By using JUCE, you agree to the terms of both the JUCE 7 End-User License
- Agreement and JUCE Privacy Policy.
-
- End User License Agreement: www.juce.com/juce-7-licence
- Privacy Policy: www.juce.com/juce-privacy-policy
-
- Or: You may also use this code under the terms of the GPL v3 (see
- www.gnu.org/licenses).
-
- JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
- EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
- DISCLAIMED.
-
- ==============================================================================
- */
-
- namespace juce
- {
-
- //==============================================================================
- /**
- A base class that should be implemented by classes which want to render openGL
- on a background thread.
-
- @see OpenGLContext
-
- @tags{OpenGL}
- */
- class JUCE_API OpenGLRenderer
- {
- public:
- OpenGLRenderer() = default;
- virtual ~OpenGLRenderer() = default;
-
- /** Called when a new GL context has been created.
- You can use this as an opportunity to create your textures, shaders, etc.
- When the method is invoked, the new GL context will be active.
- Note that this callback will be made on a background thread, so make sure
- that your implementation is thread-safe.
- */
- virtual void newOpenGLContextCreated() = 0;
-
- /** Called when you should render the next openGL frame.
-
- Note that this callback will be made on a background thread.
-
- If the context is attached to a component in order to do component rendering,
- then the MessageManager will be locked when this callback is made.
-
- If no component rendering is being done, then the MessageManager will not be
- locked, and you'll need to make sure your code is thread-safe in any
- interactions it has with your GUI classes.
-
- For information about how to trigger a render callback, see
- OpenGLContext::triggerRepaint() and OpenGLContext::setContinuousRepainting().
-
- IMPORTANT: Never take a MessageManagerLock inside this function! On
- macOS, the OpenGL context will be locked for the duration of this call.
- The main thread may also attempt to interact with the OpenGL context at
- any time, which will also require locking the OpenGL context. As a
- result, taking a MessageManagerLock inside renderOpenGL() may cause a
- hierarchical deadlock.
- */
- virtual void renderOpenGL() = 0;
-
- /** Called when the current openGL context is about to close.
- You can use this opportunity to release any GL resources that you may have
- created.
-
- Note that this callback will be made on a background thread, so make sure
- that your implementation is thread-safe.
-
- (Also note that on Android, this callback won't happen, because there's currently
- no way to implement it..)
- */
- virtual void openGLContextClosing() = 0;
- };
-
- } // namespace juce
|