5251b64d57
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6616 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
133 lines
4.0 KiB
C++
133 lines
4.0 KiB
C++
//
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// "$Id$"
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//
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// OpenGL definitions for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2009 by Bill Spitzak and others.
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
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// USA.
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//
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// Please report all bugs and problems to "fltk-bugs@easysw.com".
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//
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// Internal interface to set up OpenGL.
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//
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// A "Fl_Gl_Choice" is created from an OpenGL mode and holds information
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// necessary to create a window (on X) and to create an OpenGL "context"
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// (on both X and Win32).
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//
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// fl_create_gl_context takes a window (necessary only on Win32) and an
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// Fl_Gl_Choice and returns a new OpenGL context. All contexts share
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// display lists with each other.
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//
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// On X another fl_create_gl_context is provided to create it for any
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// X visual.
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//
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// fl_set_gl_context makes the given OpenGL context current and makes
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// it draw into the passed window. It tracks the current one context
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// to avoid calling the context switching code when the same context
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// is used, though it is a mystery to me why the GLX/WGL libraries
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// don't do this themselves...
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//
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// fl_no_gl_context clears that cache so the next fl_set_gl_context is
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// guaranteed to work.
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//
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// fl_delete_gl_context destroys the context.
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//
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// This code is used by Fl_Gl_Window, gl_start(), and gl_visual()
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#ifndef Fl_Gl_Choice_H
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#define Fl_Gl_Choice_H
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// Warning: whatever GLContext is defined to must take exactly the same
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// space in a structure as a void*!!!
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#ifdef WIN32
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# include <FL/gl.h>
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# define GLContext HGLRC
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#elif defined(__APPLE_QD__)
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# include <OpenGL/gl.h>
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# include <AGL/agl.h>
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# define GLContext AGLContext
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#elif defined(__APPLE_QUARTZ__)
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// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
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# include <OpenGL/gl.h>
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# include <AGL/agl.h>
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# define GLContext AGLContext
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#else
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# include <GL/glx.h>
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# define GLContext GLXContext
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#endif
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// Describes crap needed to create a GLContext.
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class Fl_Gl_Choice {
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int mode;
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const int *alist;
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Fl_Gl_Choice *next;
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public:
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#ifdef WIN32
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int pixelformat; // the visual to use
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PIXELFORMATDESCRIPTOR pfd; // some wgl calls need this thing
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#elif defined(__APPLE_QD__)
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AGLPixelFormat pixelformat;
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#elif defined(__APPLE_QUARTZ__)
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// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
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AGLPixelFormat pixelformat;
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#else
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XVisualInfo *vis; // the visual to use
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Colormap colormap; // a colormap for that visual
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#endif
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// Return one of these structures for a given gl mode.
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// The second argument is a glX attribute list, and is used if mode is
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// zero. This is not supported on Win32:
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static Fl_Gl_Choice *find(int mode, const int *);
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};
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class Fl_Window;
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#ifdef WIN32
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GLContext fl_create_gl_context(Fl_Window*, const Fl_Gl_Choice*, int layer=0);
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#elif defined(__APPLE_QD__)
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GLContext fl_create_gl_context(Fl_Window*, const Fl_Gl_Choice*, int layer=0);
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#elif defined(__APPLE_QUARTZ__)
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// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
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GLContext fl_create_gl_context(Fl_Window*, const Fl_Gl_Choice*, int layer=0);
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#else
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GLContext fl_create_gl_context(XVisualInfo* vis);
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static inline
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GLContext fl_create_gl_context(Fl_Window*, const Fl_Gl_Choice* g) {
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return fl_create_gl_context(g->vis);
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}
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#endif
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void fl_set_gl_context(Fl_Window*, GLContext);
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void fl_no_gl_context();
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void fl_delete_gl_context(GLContext);
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#endif
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//
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// End of "$Id$".
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//
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