// // "$Id$" // // OpenGL header file for the Fast Light Tool Kit (FLTK). // // Copyright 1998-2015 by Bill Spitzak and others. // // This library is free software. Distribution and use rights are outlined in // the file "COPYING" which should have been included with this file. If this // file is missing or damaged, see the license at: // // http://www.fltk.org/COPYING.php // // Please report all bugs and problems on the following page: // // http://www.fltk.org/str.php // /* \file Fl_Gl_Window widget . */ #ifndef Fl_Gl_Window_H #define Fl_Gl_Window_H #include "Fl_Window.H" #ifndef GLContext /** Opaque pointer type to hide system specific implementation. */ typedef void* GLContext; // actually a GLXContext or HGLDC #endif class Fl_Gl_Choice; // structure to hold result of glXChooseVisual /** The Fl_Gl_Window widget sets things up so OpenGL works. It also keeps an OpenGL "context" for that window, so that changes to the lighting and projection may be reused between redraws. Fl_Gl_Window also flushes the OpenGL streams and swaps buffers after draw() returns. OpenGL hardware typically provides some overlay bit planes, which are very useful for drawing UI controls atop your 3D graphics. If the overlay hardware is not provided, FLTK tries to simulate the overlay. This works pretty well if your graphics are double buffered, but not very well for single-buffered. Please note that the FLTK drawing and clipping functions will not work inside an Fl_Gl_Window. All drawing should be done using OpenGL calls exclusively. Even though Fl_Gl_Window is derived from Fl_Group, it is not useful to add other FLTK Widgets as children, unless those widgets are modified to draw using OpenGL calls. */ class FL_EXPORT Fl_Gl_Window : public Fl_Window { int mode_; const int *alist; Fl_Gl_Choice *g; GLContext context_; char valid_f_; char damage1_; // damage() of back buffer virtual void draw_overlay(); void init(); void *overlay; void make_overlay(); friend class _Fl_Gl_Overlay; static int can_do(int, const int *); int mode(int, const int *); static int gl_plugin_linkage(); public: void show(); void show(int a, char **b) {Fl_Window::show(a,b);} void flush(); void hide(); void resize(int,int,int,int); int handle(int); /** Is turned off when FLTK creates a new context for this window or when the window resizes, and is turned on \e after draw() is called. You can use this inside your draw() method to avoid unnecessarily initializing the OpenGL context. Just do this: \code void mywindow::draw() { if (!valid()) { glViewport(0,0,pixel_w(),pixel_h()); glFrustum(...); ...other initialization... } if (!context_valid()) { ...load textures, etc. ... } ... draw your geometry here ... } \endcode You can turn valid() on by calling valid(1). You should only do this after fixing the transformation inside a draw() or after make_current(). This is done automatically after draw() returns. */ char valid() const {return valid_f_ & 1;} /** See char Fl_Gl_Window::valid() const */ void valid(char v) {if (v) valid_f_ |= 1; else valid_f_ &= 0xfe;} void invalidate(); /** Will only be set if the OpenGL context is created or recreated. It differs from Fl_Gl_Window::valid() which is also set whenever the context changes size. */ char context_valid() const {return valid_f_ & 2;} /** See char Fl_Gl_Window::context_valid() const */ void context_valid(char v) {if (v) valid_f_ |= 2; else valid_f_ &= 0xfd;} /** Returns non-zero if the hardware supports the given OpenGL mode. */ static int can_do(int m) {return can_do(m,0);} /** Returns non-zero if the hardware supports the given OpenGL mode. \see Fl_Gl_Window::mode(const int *a) */ static int can_do(const int *m) {return can_do(0, m);} /** Returns non-zero if the hardware supports the current OpenGL mode. */ int can_do() {return can_do(mode_,alist);} /** Returns the current OpenGL capabilites of the window. Don't use this if capabilities were set through Fl_Gl_Window::mode(const int *a). */ Fl_Mode mode() const {return (Fl_Mode)mode_;} /** Set or change the OpenGL capabilites of the window. The value can be any of the following OR'd together: - \c FL_RGB - RGB color (not indexed) - \c FL_RGB8 - RGB color with at least 8 bits of each color - \c FL_INDEX - Indexed mode - \c FL_SINGLE - not double buffered - \c FL_DOUBLE - double buffered - \c FL_ACCUM - accumulation buffer - \c FL_ALPHA - alpha channel in color - \c FL_DEPTH - depth buffer - \c FL_STENCIL - stencil buffer - \c FL_MULTISAMPLE - multisample antialiasing FL_RGB and FL_SINGLE have a value of zero, so they are "on" unless you give FL_INDEX or FL_DOUBLE. If the desired combination cannot be done, FLTK will try turning off FL_MULTISAMPLE. If this also fails the show() will call Fl::error() and not show the window. You can change the mode while the window is displayed. This is most useful for turning double-buffering on and off. Under X this will cause the old X window to be destroyed and a new one to be created. If this is a top-level window this will unfortunately also cause the window to blink, raise to the top, and be de-iconized, and the xid() will change, possibly breaking other code. It is best to make the GL window a child of another window if you wish to do this! mode() must not be called within draw() since it changes the current context. */ int mode(int a) {return mode(a,0);} /** Set the OpenGL capabilites of the window using platform-specific data. \param a zero-ending array of platform-specific attributes and attribute values
Unix/Linux platform: attributes are GLX attributes adequate for the 3rd argument of
the glXChooseVisual() function (e.g., GLX_DOUBLEBUFFER, defined by including MSWindows platform: this member function is of no use.
Mac OS X platform: attributes belong to the CGLPixelFormatAttribute enumeration
(defined by including