opencsg-sys 1.0.0

FFI bindings to OpenCSG (image-based CSG rendering for OpenGL)
Documentation
// OpenCSG - library for image-based CSG rendering for OpenGL
// Copyright (C) 2010-2026, Florian Kirsch
//
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// 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
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110 - 1301 USA.

//
// context.cpp
//

#include "opencsgConfig.h"
#include "context.h"
#include "offscreenBuffer.h"
#include "frameBufferObject.h"
#include "frameBufferObjectExt.h"
#include "openglHelper.h"
#include <map>

namespace OpenCSG {

    static int gContext = 0;

    /// redeclared from opencsg.h
    void setContext(int context) {
        gContext = context;
    }

    /// redeclared from opencsg.h
    int getContext() {
        return gContext;
    }

    /// redeclared from opencsg.h
    void freeResources() {
        OpenGL::freeResources();
    }

    namespace OpenGL {

        struct ContextData {
            ContextData() : fARB(0), fEXT(0)
            {}
            FrameBufferObject* fARB;
            FrameBufferObjectExt* fEXT;
            std::map<const char*, GLuint> idFP;
            std::map<const char*, GLuint> idGLSL;
        };

        static std::map<int, ContextData> gContextDataMap;

        void ensureFunctionPointers()
        {
            // In theory (and probably under Windows only), OpenGL function
            // pointers could be context specific. I.e., after changing to
            // a different context, it may be required to update the function
            // pointers again, or, to store them per context in the first place.
            // When changing from GLEW to glad, it turned out that this had
            // never been correctly considered. So I decided to ignore this
            // potential problem until I get concrete complaints.
            static bool sHaveOpenGLFunctions = false;
            if (!sHaveOpenGLFunctions)
                initExtensionLibrary();
            sHaveOpenGLFunctions = true;
        }

        OffscreenBuffer* getOffscreenBuffer(OffscreenType type) {
            int context = getContext();
            ContextData& contextData = gContextDataMap[context];

            if (type == OpenCSG::FrameBufferObjectARB) {
                if (!contextData.fARB)
                    contextData.fARB = new FrameBufferObject;
                return contextData.fARB;
            }
            else if (type == OpenCSG::FrameBufferObjectEXT) {
                if (!contextData.fEXT)
                    contextData.fEXT = new FrameBufferObjectExt;
                return contextData.fEXT;
            }
            return 0;
        }

        static GLuint getARBProgram(GLenum target, const char* prog, int len)
        {
            int context = getContext();
            ContextData& contextData = gContextDataMap[context];

            std::map<const char*, GLuint>::iterator it = contextData.idFP.find(prog);
            if (it == contextData.idFP.end())
            {
                GLuint id;
                glGenProgramsARB(1, &id);
                glBindProgramARB(target, id);
                glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, len, prog);

                // GLint errorPos;
                // glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
                // const char * error = (const char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
                // printf("%s", error);

                it = contextData.idFP.insert(std::pair<const char*, GLuint>(prog, id)).first;
            }

            return it->second;
        }

        GLuint getARBVertexProgram(const char* prog, int len)
        {
            return getARBProgram(GL_VERTEX_PROGRAM_ARB, prog, len);
        }

        GLuint getARBFragmentProgram(const char* prog, int len)
        {
            return getARBProgram(GL_FRAGMENT_PROGRAM_ARB, prog, len);
        }

        static GLuint getGLSLShader(GLenum target, const char* prog)
        {
            GLuint id = glCreateShader(target);
            glShaderSource(id, 1, &prog, 0);
            glCompileShader(id);

            GLint success;
            char infoLog[512];

            glGetShaderiv(id, GL_COMPILE_STATUS, &success);
            if (!success) {
                glGetShaderInfoLog(id, 512, NULL, infoLog);
                //std::cerr << "Vertex Shader Compilation Error: " << infoLog << std::endl;
            }

            return id;
        }

        GLuint getGLSLVertexShader(const char* prog)
        {
            return getGLSLShader(GL_VERTEX_SHADER, prog);
        }

        GLuint getGLSLFragmentShader(const char* prog)
        {
            return getGLSLShader(GL_FRAGMENT_SHADER, prog);
        }

        GLuint getGLSLProgram(const char* programId, const char* vertexProg, const char* fragmentProg)
        {
            int context = getContext();
            ContextData& contextData = gContextDataMap[context];

            std::map<const char*, GLuint>::iterator it = contextData.idGLSL.find(programId);
            if (it == contextData.idGLSL.end())
            {
                GLuint vertexShader = getGLSLVertexShader(vertexProg);
                GLuint fragmentShader = getGLSLFragmentShader(fragmentProg);
                GLuint shaderProgram = glCreateProgram();
                glAttachShader(shaderProgram, vertexShader);
                glAttachShader(shaderProgram, fragmentShader);
                glLinkProgram(shaderProgram);
                glDeleteShader(vertexShader);
                glDeleteShader(fragmentShader);

                it = contextData.idGLSL.insert(std::pair<const char*, GLuint>(programId, shaderProgram)).first;
            }

            return it->second;
        }

        void freeResources()
        {
            int context = getContext();
            std::map<int, ContextData>::iterator itr = gContextDataMap.find(context);
            if (itr != gContextDataMap.end())
            {
                delete itr->second.fARB;
                delete itr->second.fEXT;
                {
                    std::map<const char*, GLuint> & idFP = itr->second.idFP;
                    for (std::map<const char*, GLuint>::iterator it = idFP.begin(); it != idFP.end(); ++it)
                    {
                        glDeleteProgramsARB(1, &(it->second));
                    }
                }
                {
                    std::map<const char*, GLuint> & idGLSL = itr->second.idGLSL;
                    for (std::map<const char*, GLuint>::iterator it = idGLSL.begin(); it != idGLSL.end(); ++it)
                    {
                        glDeleteProgram(it->second);
                    }
                }
                gContextDataMap.erase(itr);
            }
        }

    } // namespace OpenGL

} // namespace OpenCSG