// // "$Id$" // // OpenGL definitions for the Fast Light Tool Kit (FLTK). // // Copyright 1998-2009 by Bill Spitzak and others. // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Library General Public // License as published by the Free Software Foundation; either // version 2 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Library General Public License for more details. // // You should have received a copy of the GNU Library General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 // USA. // // Please report all bugs and problems to "fltk-bugs@easysw.com". // // Internal interface to set up OpenGL. // // A "Fl_Gl_Choice" is created from an OpenGL mode and holds information // necessary to create a window (on X) and to create an OpenGL "context" // (on both X and Win32). // // fl_create_gl_context takes a window (necessary only on Win32) and an // Fl_Gl_Choice and returns a new OpenGL context. All contexts share // display lists with each other. // // On X another fl_create_gl_context is provided to create it for any // X visual. // // fl_set_gl_context makes the given OpenGL context current and makes // it draw into the passed window. It tracks the current one context // to avoid calling the context switching code when the same context // is used, though it is a mystery to me why the GLX/WGL libraries // don't do this themselves... // // fl_no_gl_context clears that cache so the next fl_set_gl_context is // guaranteed to work. // // fl_delete_gl_context destroys the context. // // This code is used by Fl_Gl_Window, gl_start(), and gl_visual() #ifndef Fl_Gl_Choice_H #define Fl_Gl_Choice_H // Warning: whatever GLContext is defined to must take exactly the same // space in a structure as a void*!!! #ifdef WIN32 # include # define GLContext HGLRC #elif defined(__APPLE_QD__) # include # include # define GLContext AGLContext #elif defined(__APPLE_QUARTZ__) // warning: the Quartz version should probably use Core GL (CGL) instead of AGL # include # include # define GLContext AGLContext #else # include # define GLContext GLXContext #endif // Describes crap needed to create a GLContext. class Fl_Gl_Choice { int mode; const int *alist; Fl_Gl_Choice *next; public: #ifdef WIN32 int pixelformat; // the visual to use PIXELFORMATDESCRIPTOR pfd; // some wgl calls need this thing #elif defined(__APPLE_QD__) AGLPixelFormat pixelformat; #elif defined(__APPLE_QUARTZ__) // warning: the Quartz version should probably use Core GL (CGL) instead of AGL AGLPixelFormat pixelformat; #else XVisualInfo *vis; // the visual to use Colormap colormap; // a colormap for that visual #endif // Return one of these structures for a given gl mode. // The second argument is a glX attribute list, and is used if mode is // zero. This is not supported on Win32: static Fl_Gl_Choice *find(int mode, const int *); }; class Fl_Window; #ifdef WIN32 GLContext fl_create_gl_context(Fl_Window*, const Fl_Gl_Choice*, int layer=0); #elif defined(__APPLE_QD__) GLContext fl_create_gl_context(Fl_Window*, const Fl_Gl_Choice*, int layer=0); #elif defined(__APPLE_QUARTZ__) // warning: the Quartz version should probably use Core GL (CGL) instead of AGL GLContext fl_create_gl_context(Fl_Window*, const Fl_Gl_Choice*, int layer=0); #else GLContext fl_create_gl_context(XVisualInfo* vis); static inline GLContext fl_create_gl_context(Fl_Window*, const Fl_Gl_Choice* g) { return fl_create_gl_context(g->vis); } #endif void fl_set_gl_context(Fl_Window*, GLContext); void fl_no_gl_context(); void fl_delete_gl_context(GLContext); #endif // // End of "$Id$". //