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CodeBlocksPortable/wxWidgets-3.0.5/include/wx/glcanvas.h

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/////////////////////////////////////////////////////////////////////////////
// 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_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
};
#define wxGLCanvasName wxT("GLCanvas")
// ----------------------------------------------------------------------------
// 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);
*/
// set this context as the current one
virtual bool SetCurrent(const wxGLCanvas& win) const = 0;
};
// ----------------------------------------------------------------------------
// 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,
wxWindowID id = wxID_ANY,
int* attribList = 0,
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 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);
// 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);
#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(__WXCOCOA__)
#include "wx/cocoa/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);
private:
DECLARE_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_