GraphicsEngineOpenGL
Implementation of OpenGL/GLES back-end
Initialization
The following code snippet shows how to initialize Diligent Engine in OpenGL/GLES mode.
#include "EngineFactoryOpenGL.h" using namespace Diligent; // ... #if ENGINE_DLL auto GetEngineFactoryOpenGL = LoadGraphicsEngineOpenGL(); if (GetEngineFactoryOpenGL == nullptr) return false; #endif RefCntAutoPtr<IRenderDevice> pRenderDevice; RefCntAutoPtr<IDeviceContext> pImmediateContext; SwapChainDesc SCDesc; RefCntAutoPtr<ISwapChain> pSwapChain; auto* pFactoryOpenGL = GetEngineFactoryOpenGL(); EngineGLCreateInfo EngineCI; EngineCI = NativeWindowHandle; pFactoryOpenGL->CreateDeviceAndSwapChainGL( EngineCI, &pRenderDevice, &pImmediateContext, SCDesc, &pSwapChain);
Alternatively, the engine can be initialized by attaching to existing OpenGL context (see below).
Interoperability with OpenGL/GLES
Diligent Engine exposes methods to access internal OpenGL/GLES objects, is able to create diligent engine buffers and textures from existing GL buffer and texture handles, and can be initialized by attaching to existing GL context.
Accessing Native GL objects
Below are some of the methods that provide access to internal D3D11 objects:
| Function | Description |
|---|---|
GLuint IBufferGL::GetGLBufferHandle() | returns GL buffer handle |
bool IDeviceContextGL::UpdateCurrentGLContext() | attaches to the active GL context in the thread. Returns false if there is no active context, and true otherwise. If an application uses multiple GL contexts, this method must be called before any other command to let the engine update the active context. |
GLuint ITextureGL::GetGLTextureHandle() | returns GL texture handle |
GLenum ITextureGL::GetBindTarget() | returns GL texture bind target |
Creating Diligent Engine Objects from OpenGL Handles
void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, Uint32 GLBindTarget, const TextureDesc& TexDesc, RESOURCE_STATE InitialState, ITexture** ppTexture)- creates a diligent engine texture from OpenGL handle. The method takes OpenGL handleGLHandle, texture bind targetGLBindTarget(when null value is provided, the engine automatically selects the target that corresponds to the texture type, e.g. GL_TEXTURE_2D for a 2D texture), texture descriptionTexDesc, as well as initial stateInitialState, and writes the pointer to the created texture object at the memory address pointed to byppTexture. The engine can automatically set texture width, height, depth, mip levels count, and format, but the remaining field ofTexDescstructure must be populated by the application. Note that diligent engine texture object does not take ownership of the GL resource, and the application must not destroy it while it is in use by the engine.void IRenderDeviceGL::CreateBufferFromGLHandle(Uint32 GLHandle, const BufferDesc& BuffDesc, RESOURCE_STATE InitialState, IBuffer** ppBuffer)- creates a diligent engine buffer from OpenGL handle. The method takes OpenGL handleGLHandle, buffer descriptionBuffDesc, and writes the pointer to the created buffer object at the memory address pointed to byppBuffer. The engine can automatically set the buffer size, but the rest of the fields need to be set by the client. Note that diligent engine buffer object does not take ownership of the GL resource, and the application must not destroy it while it is in use by the engine.
Initializing the Engine by Attaching to Existing GL Context
The code snippet below shows how diligent engine can be attached to existing GL context
auto* pFactoryGL = GetEngineFactoryOpenGL(); EngineCreationAttribs Attribs; pFactoryGL->AttachToActiveGLContext(Attribs, &m_Device, &m_Context);
For more information about interoperability with OpenGL, please visit Diligent Engine web site
References
Interoperability with OpenGL/GLES

