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📄 pixelbufferwin32

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield  * * This library is open source and may be redistributed and/or modified under   * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or  * (at your option) any later version.  The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. *  * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the  * OpenSceneGraph Public License for more details.*//* Note, elements of PixeBufferWin32 have used Producer/RenderSurface_Win32.cpp as both * a guide to use of X11/GLX and copiying directly in the case of setBorder(). * These elements are license under OSGPL as above, with Copyright (C) 2001-2004  Don Burns. */#ifndef OSGVIEWER_PIXELBUFFERWIN32#define OSGVIEWER_PIXELBUFFERWIN32 1#include <osgViewer/GraphicsWindow>#ifndef _WIN32_WINNT#define _WIN32_WINNT    0x0500#endif#include <windows.h>namespace osgViewer{class OSGVIEWER_EXPORT PixelBufferWin32 : public osg::GraphicsContext{    public:        PixelBufferWin32(osg::GraphicsContext::Traits* traits);                virtual ~PixelBufferWin32();            virtual bool isSameKindAs(const Object* object) const { return dynamic_cast<const PixelBufferWin32*>(object)!=0; }        virtual const char* libraryName() const { return "osgViewer"; }        virtual const char* className() const { return "PixelBufferWin32"; }        virtual bool valid() const { return _valid; }                /** Realize the GraphicsContext.*/        virtual bool realizeImplementation();        /** Return true if the graphics context has been realized and is ready to use.*/        virtual bool isRealizedImplementation() const { return _realized; }        /** Close the graphics context.*/        virtual void closeImplementation();        /** Make this graphics context current.*/        virtual bool makeCurrentImplementation();        virtual bool makeContextCurrentImplementation( GraphicsContext* /*readContext*/ );        /** Release the graphics context.*/        virtual bool releaseContextImplementation();        /** Swap the front and back buffers.*/        virtual void swapBuffersImplementation();        /** Get native window.*/                HWND getHWND() const { return _hwnd; }        HDC getHDC() const { return _hdc; }        /** Get native OpenGL graphics context.*/                HGLRC getWGLContext() const { return _hglrc; }                virtual void bindPBufferToTextureImplementation( GLenum /*buffer*/ );            protected:            void init();                HWND            _hwnd;        HDC             _hdc;        HGLRC           _hglrc;        bool            _initialized;        bool            _valid;        bool            _realized;        int             _boundBuffer;};}#endif

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