3f66f6a5b3
This keyword is not expanded by Git which means it's not replaced with the correct revision value in the releases made using git-based scripts and it's confusing to have lines with unexpanded "$Id$" in the released files. As expanding them with Git is not that simple (it could be done with git archive and export-subst attribute) and there are not many benefits in having them in the first place, just remove all these lines. If nothing else, this will make an eventual transition to Git simpler. Closes #14487. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@74602 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
291 lines
11 KiB
Objective-C
291 lines
11 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: glcanvas.h
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// Purpose: interface of wxGLContext and wxGLCanvas
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxGLContext
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An instance of a wxGLContext represents the state of an OpenGL state
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machine and the connection between OpenGL and the system.
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The OpenGL state includes everything that can be set with the OpenGL API:
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colors, rendering variables, display lists, texture objects, etc. Although
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it is possible to have multiple rendering contexts share display lists in
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order to save resources, this method is hardly used today any more, because
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display lists are only a tiny fraction of the overall state.
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Therefore, one rendering context is usually used with or bound to multiple
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output windows in turn, so that the application has access to the complete
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and identical state while rendering into each window.
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Binding (making current) a rendering context with another instance of a
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wxGLCanvas however works only if the other wxGLCanvas was created with the
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same attributes as the wxGLCanvas from which the wxGLContext was
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initialized. (This applies to sharing display lists among contexts
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analogously.)
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Note that some wxGLContext features are extremely platform-specific - its
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best to check your native platform's glcanvas header (on windows
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include/wx/msw/glcanvas.h) to see what features your native platform
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provides.
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wxHAS_OPENGL_ES is defined on platforms that only have this implementation
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available (eg the iPhone) und don't support the full specification.
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@library{wxgl}
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@category{gl}
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@see wxGLCanvas
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*/
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class wxGLContext : public wxObject
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{
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public:
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/**
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Constructor.
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@param win
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The canvas that is used to initialize this context. This parameter
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is needed only temporarily, and the caller may do anything with it
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(e.g. destroy the window) after the constructor returned. @n
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It will be possible to bind (make current) this context to any
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other wxGLCanvas that has been created with equivalent attributes
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as win.
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@param other
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Context to share display lists with or @NULL (the default) for no
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sharing.
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*/
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wxGLContext(wxGLCanvas* win, const wxGLContext* other = NULL);
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/**
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Makes the OpenGL state that is represented by this rendering context
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current with the wxGLCanvas @e win.
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@note @a win can be a different wxGLCanvas window than the one that was
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passed to the constructor of this rendering context. If @e RC is
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an object of type wxGLContext, the statements
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@e "RC.SetCurrent(win);" and @e "win.SetCurrent(RC);" are
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equivalent, see wxGLCanvas::SetCurrent().
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*/
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virtual bool SetCurrent(const wxGLCanvas& win) const;
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};
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/**
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@anchor wxGL_FLAGS
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Constants for use with wxGLCanvas.
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@note Not all implementations support options such as stereo, auxiliary
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buffers, alpha channel, and accumulator buffer, use
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wxGLCanvas::IsDisplaySupported() to check for individual attributes
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support.
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*/
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enum
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{
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/// Use true color (the default if no attributes at all are specified);
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/// do not use a palette.
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WX_GL_RGBA = 1,
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/// Specifies the number of bits for buffer if not WX_GL_RGBA.
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WX_GL_BUFFER_SIZE,
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/// Must be followed by 0 for main buffer, >0 for overlay, <0 for underlay.
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WX_GL_LEVEL,
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/// Use double buffering if present (on if no attributes specified).
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WX_GL_DOUBLEBUFFER,
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/// Use stereoscopic display.
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WX_GL_STEREO,
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/// Specifies number of auxiliary buffers.
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WX_GL_AUX_BUFFERS,
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/// Use red buffer with most bits (> MIN_RED bits)
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WX_GL_MIN_RED,
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/// Use green buffer with most bits (> MIN_GREEN bits)
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WX_GL_MIN_GREEN,
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/// Use blue buffer with most bits (> MIN_BLUE bits)
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WX_GL_MIN_BLUE,
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/// Use alpha buffer with most bits (> MIN_ALPHA bits)
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WX_GL_MIN_ALPHA,
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/// Specifies number of bits for Z-buffer (typically 0, 16 or 32).
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WX_GL_DEPTH_SIZE,
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/// Specifies number of bits for stencil buffer.
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WX_GL_STENCIL_SIZE,
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/// Specifies minimal number of red accumulator bits.
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WX_GL_MIN_ACCUM_RED,
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/// Specifies minimal number of green accumulator bits.
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WX_GL_MIN_ACCUM_GREEN,
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/// Specifies minimal number of blue accumulator bits.
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WX_GL_MIN_ACCUM_BLUE,
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/// Specifies minimal number of alpha accumulator bits.
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WX_GL_MIN_ACCUM_ALPHA,
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/// 1 for multisampling support (antialiasing)
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WX_GL_SAMPLE_BUFFERS,
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/// 4 for 2x2 antialiasing supersampling on most graphics cards
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WX_GL_SAMPLES
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};
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/**
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@class wxGLCanvas
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wxGLCanvas is a class for displaying OpenGL graphics. It is always used in
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conjunction with wxGLContext as the context can only be made current (i.e.
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active for the OpenGL commands) when it is associated to a wxGLCanvas.
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More precisely, you first need to create a wxGLCanvas window and then
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create an instance of a wxGLContext that is initialized with this
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wxGLCanvas and then later use either SetCurrent() with the instance of the
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wxGLContext or wxGLContext::SetCurrent() with the instance of the
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wxGLCanvas (which might be not the same as was used for the creation of the
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context) to bind the OpenGL state that is represented by the rendering
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context to the canvas, and then finally call SwapBuffers() to swap the
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buffers of the OpenGL canvas and thus show your current output.
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Notice that versions of wxWidgets previous to 2.9 used to implicitly create a
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wxGLContext inside wxGLCanvas itself. This is still supported in the
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current version but is deprecated now and will be removed in the future,
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please update your code to create the rendering contexts explicitly.
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To set up the attributes for the canvas (number of bits for the depth
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buffer, number of bits for the stencil buffer and so on) you should set up
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the correct values of the @e attribList parameter. The values that should
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be set up and their meanings will be described below.
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@note
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On those platforms which use a configure script (e.g. Linux and Mac OS)
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OpenGL support is automatically enabled if the relative headers and
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libraries are found.
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To switch it on under the other platforms (e.g. Windows), you need to edit
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the @c setup.h file and set @c wxUSE_GLCANVAS to @c 1 and then also pass
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@c USE_OPENGL=1 to the make utility. You may also need to add @c opengl32.lib
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and @c glu32.lib to the list of the libraries your program is linked with.
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@library{wxgl}
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@category{gl}
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@see wxGLContext
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*/
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class wxGLCanvas : public wxWindow
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{
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public:
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/**
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Creates a window with the given parameters. Notice that you need to
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create and use a wxGLContext to output to this window.
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If @a attribList is not specified, double buffered RGBA mode is used.
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@param parent
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Pointer to a parent window.
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@param id
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Window identifier. If -1, will automatically create an identifier.
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@param pos
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Window position. wxDefaultPosition is (-1, -1) which indicates that
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wxWidgets should generate a default position for the window.
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@param size
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Window size. wxDefaultSize is (-1, -1) which indicates that
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wxWidgets should generate a default size for the window. If no
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suitable size can be found, the window will be sized to 20x20
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pixels so that the window is visible but obviously not correctly
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sized.
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@param style
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Window style.
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@param name
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Window name.
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@param attribList
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Array of integers. With this parameter you can set the device
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context attributes associated to this window. This array is
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zero-terminated: it should be set up using @ref wxGL_FLAGS
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constants. If a constant should be followed by a value, put it in
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the next array position. For example, WX_GL_DEPTH_SIZE should be
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followed by the value that indicates the number of bits for the
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depth buffer, e.g.:
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@code
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attribList[n++] = WX_GL_DEPTH_SIZE;
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attribList[n++] = 32;
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attribList[n] = 0; // terminate the list
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@endcode
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If the attribute list is not specified at all, i.e. if this
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parameter is @NULL, the default attributes including WX_GL_RGBA and
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WX_GL_DOUBLEBUFFER are used. But notice that if you do specify some
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attributes you also need to explicitly include these two default
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attributes in the list if you need them.
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@param palette
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Palette for indexed colour (i.e. non WX_GL_RGBA) mode. Ignored
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under most platforms.
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*/
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wxGLCanvas(wxWindow* parent, wxWindowID id = wxID_ANY,
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const int* attribList = NULL,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = 0,
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const wxString& name = "GLCanvas",
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const wxPalette& palette = wxNullPalette);
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/**
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Determines if a canvas having the specified attributes is available.
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@param attribList
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See @a attribList for wxGLCanvas().
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@return @true if attributes are supported.
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*/
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static bool IsDisplaySupported(const int* attribList);
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/**
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Returns true if the extension with given name is supported
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Notice that while this function is implemented for all of GLX, WGL and
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AGL the extensions names are usually not the same for different
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platforms and so the code using it still usually uses conditional
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compilation.
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*/
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static bool IsExtensionSupported(const char *extension);
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/**
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Sets the current colour for this window (using @c glcolor3f()), using
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the wxWidgets colour database to find a named colour.
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*/
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bool SetColour(const wxString& colour);
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/**
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Makes the OpenGL state that is represented by the OpenGL rendering
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context @a context current, i.e. it will be used by all subsequent
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OpenGL calls.
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This is equivalent to wxGLContext::SetCurrent() called with this window
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as parameter.
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@note This function may only be called when the window is shown on
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screen, in particular it can't usually be called from the
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constructor as the window isn't yet shown at this moment.
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@return @false if an error occurred.
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*/
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bool SetCurrent(const wxGLContext& context) const;
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/**
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Swaps the double-buffer of this window, making the back-buffer the
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front-buffer and vice versa, so that the output of the previous OpenGL
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commands is displayed on the window.
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@return @false if an error occurred.
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*/
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virtual bool SwapBuffers();
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};
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