///////////////////////////////////////////////////////////////////////////// // Name: wx/glcanvas.h // Purpose: wxGLCanvas base header // Author: Julian Smart // Modified by: // Created: // Copyright: (c) Julian Smart // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_GLCANVAS_H_BASE_ #define _WX_GLCANVAS_H_BASE_ #include "wx/defs.h" #if wxUSE_GLCANVAS #include "wx/app.h" #include "wx/palette.h" #include "wx/window.h" class WXDLLIMPEXP_FWD_GL wxGLCanvas; class WXDLLIMPEXP_FWD_GL wxGLContext; // ---------------------------------------------------------------------------- // Constants for attributes list // ---------------------------------------------------------------------------- // Notice that not all implementation support options such as stereo, auxiliary // buffers, alpha channel, and accumulator buffer, use IsDisplaySupported() to // check for individual attributes support. enum { WX_GL_RGBA = 1, // use true color palette (on if no attrs specified) WX_GL_BUFFER_SIZE, // bits for buffer if not WX_GL_RGBA WX_GL_LEVEL, // 0 for main buffer, >0 for overlay, <0 for underlay WX_GL_DOUBLEBUFFER, // use double buffering (on if no attrs specified) WX_GL_STEREO, // use stereoscopic display WX_GL_AUX_BUFFERS, // number of auxiliary buffers WX_GL_MIN_RED, // use red buffer with most bits (> MIN_RED bits) WX_GL_MIN_GREEN, // use green buffer with most bits (> MIN_GREEN bits) WX_GL_MIN_BLUE, // use blue buffer with most bits (> MIN_BLUE bits) WX_GL_MIN_ALPHA, // use alpha buffer with most bits (> MIN_ALPHA bits) WX_GL_DEPTH_SIZE, // bits for Z-buffer (0,16,32) WX_GL_STENCIL_SIZE, // bits for stencil buffer WX_GL_MIN_ACCUM_RED, // use red accum buffer with most bits (> MIN_ACCUM_RED bits) WX_GL_MIN_ACCUM_GREEN, // use green buffer with most bits (> MIN_ACCUM_GREEN bits) WX_GL_MIN_ACCUM_BLUE, // use blue buffer with most bits (> MIN_ACCUM_BLUE bits) WX_GL_MIN_ACCUM_ALPHA, // use alpha buffer with most bits (> MIN_ACCUM_ALPHA bits) WX_GL_SAMPLE_BUFFERS, // 1 for multisampling support (antialiasing) WX_GL_SAMPLES, // 4 for 2x2 antialiasing supersampling on most graphics cards WX_GL_FRAMEBUFFER_SRGB,// capability for sRGB framebuffer // Context attributes WX_GL_CORE_PROFILE, // use an OpenGL core profile WX_GL_MAJOR_VERSION, // major OpenGL version of the core profile WX_GL_MINOR_VERSION, // minor OpenGL version of the core profile wx_GL_COMPAT_PROFILE, // use compatible profile (use all versions features) WX_GL_FORWARD_COMPAT, // forward compatible context. OpenGL >= 3.0 WX_GL_ES2, // ES or ES2 context. WX_GL_DEBUG, // create a debug context WX_GL_ROBUST_ACCESS, // robustness. WX_GL_NO_RESET_NOTIFY, // never deliver notification of reset events WX_GL_LOSE_ON_RESET, // if graphics reset, all context state is lost WX_GL_RESET_ISOLATION, // protect other apps or share contexts from reset side-effects WX_GL_RELEASE_FLUSH, // on context release, flush pending commands WX_GL_RELEASE_NONE // on context release, pending commands are not flushed }; #define wxGLCanvasName wxT("GLCanvas") // ---------------------------------------------------------------------------- // wxGLAttribsBase: OpenGL rendering attributes // ---------------------------------------------------------------------------- class WXDLLIMPEXP_GL wxGLAttribsBase { public: wxGLAttribsBase() { Reset(); } // Setters void AddAttribute(int attribute) { m_GLValues.push_back(attribute); } // Search for searchVal and combine the next value with combineVal void AddAttribBits(int searchVal, int combineVal); // ARB functions necessity void SetNeedsARB(bool needsARB = true) { m_needsARB = needsARB; } // Delete contents void Reset() { m_GLValues.clear(); m_needsARB = false; } // Accessors const int* GetGLAttrs() const { return (m_GLValues.empty() || !m_GLValues[0]) ? NULL : &*m_GLValues.begin(); } int GetSize() const { return (int)(m_GLValues.size()); } // ARB function (e.g. wglCreateContextAttribsARB) is needed bool NeedsARB() const { return m_needsARB; } private: wxVector m_GLValues; bool m_needsARB; }; // ---------------------------------------------------------------------------- // wxGLContextAttrs: OpenGL rendering context attributes // ---------------------------------------------------------------------------- class WXDLLIMPEXP_GL wxGLContextAttrs : public wxGLAttribsBase { public: // Setters, allowing chained calls wxGLContextAttrs& CoreProfile(); wxGLContextAttrs& MajorVersion(int val); wxGLContextAttrs& MinorVersion(int val); wxGLContextAttrs& OGLVersion(int vmayor, int vminor) { return MajorVersion(vmayor).MinorVersion(vminor); } wxGLContextAttrs& CompatibilityProfile(); wxGLContextAttrs& ForwardCompatible(); wxGLContextAttrs& ES2(); wxGLContextAttrs& DebugCtx(); wxGLContextAttrs& Robust(); wxGLContextAttrs& NoResetNotify(); wxGLContextAttrs& LoseOnReset(); wxGLContextAttrs& ResetIsolation(); wxGLContextAttrs& ReleaseFlush(int val = 1); //'int' allows future values wxGLContextAttrs& PlatformDefaults(); void EndList(); // No more values can be chained // Currently only used for X11 context creation bool x11Direct; // X11 direct render bool renderTypeRGBA; }; // ---------------------------------------------------------------------------- // wxGLAttributes: canvas configuration // ---------------------------------------------------------------------------- class WXDLLIMPEXP_GL wxGLAttributes : public wxGLAttribsBase { public: // Setters, allowing chained calls wxGLAttributes& RGBA(); wxGLAttributes& BufferSize(int val); wxGLAttributes& Level(int val); wxGLAttributes& DoubleBuffer(); wxGLAttributes& Stereo(); wxGLAttributes& AuxBuffers(int val); wxGLAttributes& MinRGBA(int mRed, int mGreen, int mBlue, int mAlpha); wxGLAttributes& Depth(int val); wxGLAttributes& Stencil(int val); wxGLAttributes& MinAcumRGBA(int mRed, int mGreen, int mBlue, int mAlpha); wxGLAttributes& PlatformDefaults(); wxGLAttributes& Defaults(); wxGLAttributes& SampleBuffers(int val); wxGLAttributes& Samplers(int val); wxGLAttributes& FrameBuffersRGB(); void EndList(); // No more values can be chained }; // ---------------------------------------------------------------------------- // wxGLContextBase: OpenGL rendering context // ---------------------------------------------------------------------------- class WXDLLIMPEXP_GL wxGLContextBase : public wxObject { public: // The derived class should provide a ctor with this signature: // // wxGLContext(wxGLCanvas *win, // const wxGLContext *other = NULL, // const wxGLContextAttrs *ctxAttrs = NULL); // set this context as the current one virtual bool SetCurrent(const wxGLCanvas& win) const = 0; bool IsOK() { return m_isOk; } protected: bool m_isOk; }; // ---------------------------------------------------------------------------- // wxGLCanvasBase: window which can be used for OpenGL rendering // ---------------------------------------------------------------------------- class WXDLLIMPEXP_GL wxGLCanvasBase : public wxWindow { public: // default ctor doesn't initialize the window, use Create() later wxGLCanvasBase(); virtual ~wxGLCanvasBase(); /* The derived class should provide a ctor with this signature: wxGLCanvas(wxWindow *parent, const wxGLAttributes& dispAttrs, wxWindowID id = wxID_ANY, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = 0, const wxString& name = wxGLCanvasName, const wxPalette& palette = wxNullPalette); */ // operations // ---------- // set the given context associated with this window as the current one bool SetCurrent(const wxGLContext& context) const; // flush the back buffer (if we have it) virtual bool SwapBuffers() = 0; // accessors // --------- // check if the given attributes are supported without creating a canvas static bool IsDisplaySupported(const wxGLAttributes& dispAttrs); static bool IsDisplaySupported(const int *attribList); #if wxUSE_PALETTE const wxPalette *GetPalette() const { return &m_palette; } #endif // wxUSE_PALETTE // miscellaneous helper functions // ------------------------------ // call glcolor() for the colour with the given name, return false if // colour not found bool SetColour(const wxString& colour); // return true if the extension with given name is supported // // notice that while this function is implemented for all of GLX, WGL and // AGL the extensions names are usually not the same for different // platforms and so the code using it still usually uses conditional // compilation static bool IsExtensionSupported(const char *extension); // Get the wxGLContextAttrs object filled with the context-related values // of the list of attributes passed at ctor when no wxGLAttributes is used // as a parameter wxGLContextAttrs& GetGLCTXAttrs() { return m_GLCTXAttrs; } // deprecated methods using the implicit wxGLContext #if WXWIN_COMPATIBILITY_2_8 wxDEPRECATED( wxGLContext* GetContext() const ); wxDEPRECATED( void SetCurrent() ); wxDEPRECATED( void OnSize(wxSizeEvent& event) ); #endif // WXWIN_COMPATIBILITY_2_8 #ifdef __WXUNIVERSAL__ // resolve the conflict with wxWindowUniv::SetCurrent() virtual bool SetCurrent(bool doit) { return wxWindow::SetCurrent(doit); } #endif protected: // override this to implement SetColour() in GL_INDEX_MODE // (currently only implemented in wxX11 and wxMotif ports) virtual int GetColourIndex(const wxColour& WXUNUSED(col)) { return -1; } // check if the given extension name is present in the space-separated list // of extensions supported by the current implementation such as returned // by glXQueryExtensionsString() or glGetString(GL_EXTENSIONS) static bool IsExtensionInList(const char *list, const char *extension); // For the case of "int* attribList" at ctor is != 0 wxGLContextAttrs m_GLCTXAttrs; // Extract pixel format and context attributes. // Return false if an unknown attribute is found. static bool ParseAttribList(const int* attribList, wxGLAttributes& dispAttrs, wxGLContextAttrs* ctxAttrs = NULL); #if wxUSE_PALETTE // create default palette if we're not using RGBA mode // (not supported in most ports) virtual wxPalette CreateDefaultPalette() { return wxNullPalette; } wxPalette m_palette; #endif // wxUSE_PALETTE #if WXWIN_COMPATIBILITY_2_8 wxGLContext *m_glContext; #endif // WXWIN_COMPATIBILITY_2_8 }; // ---------------------------------------------------------------------------- // wxGLApp: a special wxApp subclass for OpenGL applications which must be used // to select a visual compatible with the given attributes // ---------------------------------------------------------------------------- class WXDLLIMPEXP_GL wxGLAppBase : public wxApp { public: wxGLAppBase() : wxApp() { } // use this in the constructor of the user-derived wxGLApp class to // determine if an OpenGL rendering context with these attributes // is available - returns true if so, false if not. virtual bool InitGLVisual(const int *attribList) = 0; }; #if defined(__WXMSW__) #include "wx/msw/glcanvas.h" #elif defined(__WXMOTIF__) || defined(__WXX11__) #include "wx/x11/glcanvas.h" #elif defined(__WXGTK20__) #include "wx/gtk/glcanvas.h" #elif defined(__WXGTK__) #include "wx/gtk1/glcanvas.h" #elif defined(__WXMAC__) #include "wx/osx/glcanvas.h" #elif defined(__WXQT__) #include "wx/qt/glcanvas.h" #else #error "wxGLCanvas not supported in this wxWidgets port" #endif // wxMac and wxMSW don't need anything extra in wxGLAppBase, so declare it here #ifndef wxGL_APP_DEFINED class WXDLLIMPEXP_GL wxGLApp : public wxGLAppBase { public: wxGLApp() : wxGLAppBase() { } virtual bool InitGLVisual(const int *attribList) wxOVERRIDE; private: wxDECLARE_DYNAMIC_CLASS(wxGLApp); }; #endif // !wxGL_APP_DEFINED // ---------------------------------------------------------------------------- // wxGLAPI: an API wrapper that allows the use of 'old' APIs even on OpenGL // platforms that don't support it natively anymore, if the APIs are available // it's a mere redirect // ---------------------------------------------------------------------------- #ifndef wxUSE_OPENGL_EMULATION #define wxUSE_OPENGL_EMULATION 0 #endif class WXDLLIMPEXP_GL wxGLAPI : public wxObject { public: wxGLAPI(); ~wxGLAPI(); static void glFrustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); static void glBegin(GLenum mode); static void glTexCoord2f(GLfloat s, GLfloat t); static void glVertex3f(GLfloat x, GLfloat y, GLfloat z); static void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz); static void glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a); static void glColor3f(GLfloat r, GLfloat g, GLfloat b); static void glEnd(); }; #endif // wxUSE_GLCANVAS #endif // _WX_GLCANVAS_H_BASE_