8416a4012e
Converted the descriptive chapters of the html docs to doxygen format and modified index.dox accordingly. This checkin includes only trivial reformatting, no major rewriting. Added a chapter "Migrating Code from FLTK 1.1 to 1.3". All links on the main page are working now. Todo: - Check doxygen error messages, rewrite pages (html tags, contents). - Fill the new "Migrating..." chapter. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6224 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
464 lines
14 KiB
Plaintext
464 lines
14 KiB
Plaintext
/**
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\page opengl 8 - Using OpenGL
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<P>This chapter discusses using FLTK for your OpenGL applications.
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<H2>Using OpenGL in FLTK</H2>
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<P>The easiest way to make an OpenGL display is to subclass <A
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href="Fl_Gl_Window.html#Fl_Gl_Window"><TT>Fl_Gl_Window</TT></A>.
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Your subclass must implement a <TT>draw()</TT> method which uses
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OpenGL calls to draw the display. Your main program should call
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<TT>redraw()</TT> when the display needs to change, and
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(somewhat later) FLTK will call <TT>draw()</TT>.
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<P>With a bit of care you can also use OpenGL to draw into
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normal FLTK windows. This allows you to use Gouraud shading for
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drawing your widgets. To do this you use the <A
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href="#gl_start"><TT>gl_start()</TT></A> and <A
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href=#gl_finish><TT>gl_finish()</TT></A> functions around your
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OpenGL code.</P>
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<P>You must include FLTK's <TT><FL/gl.h></TT> header
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file. It will include the file <TT><GL/gl.h></TT>, define
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some extra drawing functions provided by FLTK, and include the
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<TT><windows.h></TT> header file needed by WIN32
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applications.</P>
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<H2>Making a Subclass of Fl_Gl_Window</H2>
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<P>To make a subclass of Fl_Gl_Window, you must provide:
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<UL>
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<LI>A class definition.</LI>
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<LI>A <TT>draw()</TT> method.</LI>
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<LI>A <TT>handle()</TT> method if you need to receive
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input from the user.</LI>
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</UL>
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<P>If your subclass provides static controls in the window, they
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must be redrawn whenever the <tt>FL_DAMAGE_ALL</tt> bit is set
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in the value returned by <tt>damage()</tt>. For double-buffered
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windows you will need to surround the drawing code with the
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following code to make sure that both buffers are redrawn:
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<UL><PRE>
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#ifndef MESA
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glDrawBuffer(GL_FRONT_AND_BACK);
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#endif // !MESA
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... draw stuff here ...
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#ifndef MESA
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glDrawBuffer(GL_BACK);
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#endif // !MESA
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</PRE></UL>
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<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
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<TR>
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<TD><B>Note:</B>
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<P>If you are using the Mesa graphics library, the call
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to <tt>glDrawBuffer()</tt> is not required and will slow
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down drawing considerably. The preprocessor instructions
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shown above will optimize your code based upon the
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graphics library used.
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</TD>
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</TR>
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</TABLE></CENTER>
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<H3>Defining the Subclass</H3>
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<P>To define the subclass you just subclass the
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<TT>Fl_Gl_Window</TT> class:
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<UL><PRE>
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class MyWindow : public Fl_Gl_Window {
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void draw();
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int handle(int);
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public:
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MyWindow(int X, int Y, int W, int H, const char *L)
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: Fl_Gl_Window(X, Y, W, H, L) {}
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};
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</PRE></UL>
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<P>The <TT>draw()</TT> and <TT>handle()</TT> methods are
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described below. Like any widget, you can include additional
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private and public data in your class (such as scene graph
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information, etc.)
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<H3>The draw() Method</H3>
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<P>The <TT>draw()</TT> method is where you actually do your
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OpenGL drawing:
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<UL><PRE>
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void MyWindow::draw() {
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if (!valid()) {
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... set up projection, viewport, etc ...
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... window size is in w() and h().
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... valid() is turned on by FLTK after draw() returns
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}
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... draw ...
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}
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</PRE></UL>
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<H3>The handle() Method</H3>
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<P>The <TT>handle()</TT> method handles mouse and keyboard
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events for the window:
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<UL><PRE>
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int MyWindow::handle(int event) {
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switch(event) {
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case FL_PUSH:
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... mouse down event ...
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... position in Fl::event_x() and Fl::event_y()
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return 1;
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case FL_DRAG:
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... mouse moved while down event ...
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return 1;
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case FL_RELEASE:
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... mouse up event ...
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return 1;
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case FL_FOCUS :
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case FL_UNFOCUS :
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... Return 1 if you want keyboard events, 0 otherwise
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return 1;
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case FL_KEYBOARD:
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... keypress, key is in Fl::event_key(), ascii in Fl::event_text()
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... Return 1 if you understand/use the keyboard event, 0 otherwise...
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return 1;
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case FL_SHORTCUT:
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... shortcut, key is in Fl::event_key(), ascii in Fl::event_text()
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... Return 1 if you understand/use the shortcut event, 0 otherwise...
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return 1;
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default:
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// pass other events to the base class...
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return Fl_Gl_Window::handle(event);
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}
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}
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</PRE></UL>
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<P>When <TT>handle()</TT> is called, the OpenGL context is not
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set up! If your display changes, you should call
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<TT>redraw()</TT> and let <TT>draw()</TT> do the work. Don't
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call any OpenGL drawing functions from inside <TT>handle()</TT>!
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<P>You can call <I>some</I> OpenGL stuff like hit detection and texture
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loading functions by doing: </P>
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<UL><PRE>
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case FL_PUSH:
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make_current(); // make OpenGL context current
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if (!valid()) {
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... set up projection exactly the same as draw ...
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valid(1); // stop it from doing this next time
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}
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... ok to call NON-DRAWING OpenGL code here, such as hit
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detection, loading textures, etc...
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</PRE></UL>
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<P>Your main program can now create one of your windows by doing
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<TT>new MyWindow(...)</TT>. You can also use <A
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href="fluid.html#FLUID">FLUID</A> by:
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<OL>
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<LI>Putting your class definition in a
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<tt>MyWindow.H</tt> file.</LI>
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<LI>Creating a <tt>Fl_Box</tt> widget in FLUID.</LI>
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<LI>In the widget panel fill in the "class"
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field with <tt>MyWindow</tt>. This will make FLUID
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produce constructors for your new class.</LI>
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<LI>In the "Extra Code" field put <TT>#include
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"MyWindow.H"</TT>, so that the FLUID output
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file will compile.</LI>
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</OL>
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<P>You must put <TT>glwindow->show()</TT> in your main code
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after calling <TT>show()</TT> on the window containing the
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OpenGL window.
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<H2>Using OpenGL in Normal FLTK Windows</H2>
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<P>You can put OpenGL code into an <A
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href="subclassing.html#draw"><TT>Fl_Widget::draw()</TT></A>
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method or into the code for a <A
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href="common.html#boxtypes">boxtype</A> or other places with some
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care.
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<P>Most importantly, before you show <I>any</I> windows,
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including those that don't have OpenGL drawing, you <B>must</B>
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initialize FLTK so that it knows it is going to use OpenGL. You
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may use any of the symbols described for <A
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href="Fl_Gl_Window.html#Fl_Gl_Window.mode"><TT>Fl_Gl_Window::mode()</TT></A>
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to describe how you intend to use OpenGL:</P>
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<UL><PRE>
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Fl::gl_visual(FL_RGB);
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</PRE></UL>
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<P>You can then put OpenGL drawing code anywhere you can draw
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normally by surrounding it with:
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<UL><PRE>
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gl_start();
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... put your OpenGL code here ...
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gl_finish();
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</PRE></UL>
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<P><A name="gl_start"><TT>gl_start()</TT></A> and <A
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name="gl_finish"><TT>gl_finish()</TT></A> set up an OpenGL
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context with an orthographic projection so that 0,0 is the
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lower-left corner of the window and each pixel is one unit. The
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current clipping is reproduced with OpenGL <TT>glScissor()</TT>
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commands. These functions also synchronize the OpenGL graphics stream
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with the drawing done by other X, WIN32, or FLTK functions.
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<P>The same context is reused each time. If your code changes
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the projection transformation or anything else you should use
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<TT>glPushMatrix()</TT> and <TT>glPopMatrix()</TT> functions to
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put the state back before calling <TT>gl_finish()</TT>.</P>
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<P>You may want to use <TT>Fl_Window::current()->h()</TT> to
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get the drawable height so that you can flip the Y
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coordinates.</P>
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<P>Unfortunately, there are a bunch of limitations you must
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adhere to for maximum portability: </P>
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<UL>
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<LI>You must choose a default visual with <A
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href="Fl.html#Fl.gl_visual"><TT>Fl::gl_visual()</TT></A>.</LI>
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<LI>You cannot pass <TT>FL_DOUBLE</TT> to
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<TT>Fl::gl_visual()</TT>.</LI>
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<LI>You cannot use <TT>Fl_Double_Window</TT> or
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<TT>Fl_Overlay_Window</TT>.</LI>
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</UL>
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<P>Do <I>not</I> call <TT>gl_start()</TT> or
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<TT>gl_finish()</TT> when drawing into an <TT>Fl_Gl_Window</TT>!
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<H2>OpenGL Drawing Functions</H2>
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<P>FLTK provides some useful OpenGL drawing functions. They can
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be freely mixed with any OpenGL calls, and are defined by
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including <TT><FL/gl.H></TT> which you should include
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instead of the OpenGL header <TT><GL/gl.h></TT>.
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<H4>void gl_color(Fl_Color)</H4>
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<P>Sets the current OpenGL color to a FLTK color. <I>For
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color-index modes it will use <TT>fl_xpixel(c)</TT>, which is
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only right if this window uses the default colormap!</I>
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<H4>void gl_rect(int x, int y, int w, int h)
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<BR>void gl_rectf(int x, int y, int w, int h)</H4>
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<P>Outlines or fills a rectangle with the current color. If <A
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HREF="Fl_Gl_Window.html#Fl_Gl_Window.ortho"><TT>Fl_Gl_Window::ortho()</TT></A>
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has been called, then the rectangle will exactly fill the pixel
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rectangle passed.
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<H4>void gl_font(Fl_Font fontid, int size)</H4>
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<P>Sets the current OpenGL font to the same font you get by
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calling <A href="drawing.html#fl_font"><TT>fl_font()</TT></A>.
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<H4>int gl_height()
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<BR>int gl_descent()
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<BR>float gl_width(const char *)
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<BR>float gl_width(const char *, int n)
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<BR>float gl_width(uchar)</H4>
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<P>Returns information about the current OpenGL font.
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<H4>void gl_draw(const char *)
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<BR>void gl_draw(const char *, int n)</H4>
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<P>Draws a nul-terminated string or an array of <TT>n</TT>
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characters in the current OpenGL font at the current raster
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position.
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<H4>void gl_draw(const char *, int x, int y)
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<BR>void gl_draw(const char *, int n, int x, int y)
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<BR>void gl_draw(const char *, float x, float y)
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<BR>void gl_draw(const char *, int n, float x, float y)</H4>
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<P>Draws a nul-terminated string or an array of <TT>n</TT>
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characters in the current OpenGL font at the given position.
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<H4>void gl_draw(const char *, int x, int y, int w, int h, Fl_Align)</H4>
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<P>Draws a string formatted into a box, with newlines and tabs
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expanded, other control characters changed to ^X, and aligned
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with the edges or center. Exactly the same output as <A
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href="drawing.html#text"><TT>fl_draw()</TT></A>.
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<h2>Speeding up OpenGL</h2>
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<P>Performance of Fl_Gl_Window may be improved on some types of
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OpenGL implementations, in particular MESA and other software
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emulators, by setting the <tt>GL_SWAP_TYPE</tt> environment
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variable. This variable declares what is in the backbuffer after
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you do a swapbuffers.
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<ul>
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<li><tt>setenv GL_SWAP_TYPE COPY</tt>
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<p>This indicates that the back buffer is copied to the
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front buffer, and still contains it's old data. This is
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true of many hardware implementations. Setting this
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will speed up emulation of overlays, and widgets that
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can do partial update can take advantage of this as
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damage() will not be cleared to -1. <p>
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<li><tt>setenv GL_SWAP_TYPE NODAMAGE</tt>
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<p>This indicates that nothing changes the back buffer
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except drawing into it. This is true of MESA and Win32
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software emulation and perhaps some hardware emulation
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on systems with lots of memory. <p>
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<li>All other values for <tt>GL_SWAP_TYPE</tt>, and not
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setting the variable, cause FLTK to assume that the
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back buffer must be completely redrawn after a swap.
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</ul>
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<p>This is easily tested by running the <TT>gl_overlay</TT> demo
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program and seeing if the display is correct when you drag
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another window over it or if you drag the window off the screen
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and back on. You have to exit and run the program again for it
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to see any changes to the environment variable.
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<H2>Using OpenGL Optimizer with FLTK</H2>
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<P><A href="http://www.sgi.com/software/optimizer">OpenGL
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Optimizer</A> is a scene graph toolkit for OpenGL available from
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Silicon Graphics for IRIX and Microsoft Windows. It allows you
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to view large scenes without writing a lot of OpenGL code.
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<H4>OptimizerWindow Class Definition</H4>
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<P>To use OpenGL Optimizer with FLTK you'll need to create a
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subclass of <TT>Fl_Gl_Widget</TT> that includes several state
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variables:
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<UL><PRE>
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class OptimizerWindow : public Fl_Gl_Window {
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csContext *context_; // Initialized to 0 and set by draw()...
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csDrawAction *draw_action_; // Draw action...
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csGroup *scene_; // Scene to draw...
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csCamara *camera_; // Viewport for scene...
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void draw();
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public:
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OptimizerWindow(int X, int Y, int W, int H, const char *L)
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: Fl_Gl_Window(X, Y, W, H, L) {
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context_ = (csContext *)0;
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draw_action_ = (csDrawAction *)0;
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scene_ = (csGroup *)0;
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camera_ = (csCamera *)0;
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}
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void scene(csGroup *g) { scene_ = g; redraw(); }
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void camera(csCamera *c) {
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camera_ = c;
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if (context_) {
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draw_action_->setCamera(camera_);
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camera_->draw(draw_action_);
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redraw();
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}
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}
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};
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</PRE></UL>
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<H4>The camera() Method</H4>
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<P>The <TT>camera()</TT> method sets the camera (projection and
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viewpoint) to use when drawing the scene. The scene is redrawn after
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this call.
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<H4>The draw() Method</H4>
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<P>The <TT>draw()</TT> method performs the needed initialization and does
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the actual drawing:
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<UL><PRE>
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void OptimizerWindow::draw() {
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if (!context_) {
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// This is the first time we've been asked to draw; create the
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// Optimizer context for the scene...
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#ifdef WIN32
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context_ = new csContext((HDC)fl_getHDC());
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context_->ref();
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context_->makeCurrent((HDC)fl_getHDC());
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#else
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context_ = new csContext(fl_display, fl_visual);
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context_->ref();
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context_->makeCurrent(fl_display, fl_window);
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#endif // WIN32
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... perform other context setup as desired ...
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// Then create the draw action to handle drawing things...
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draw_action_ = new csDrawAction;
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if (camera_) {
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draw_action_->setCamera(camera_);
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camera_->draw(draw_action_);
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}
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} else {
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#ifdef WIN32
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context_->makeCurrent((HDC)fl_getHDC());
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#else
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context_->makeCurrent(fl_display, fl_window);
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#endif // WIN32
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}
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if (!valid()) {
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// Update the viewport for this context...
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context_->setViewport(0, 0, w(), h());
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}
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// Clear the window...
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context_->clear(csContext::COLOR_CLEAR | csContext::DEPTH_CLEAR,
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0.0f, // Red
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0.0f, // Green
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0.0f, // Blue
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1.0f); // Alpha
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// Then draw the scene (if any)...
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if (scene_)
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draw_action_->apply(scene_);
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}
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</PRE></UL>
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<H4>The scene() Method</H4>
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<P>The <TT>scene()</TT> method sets the scene to be drawn. The scene is
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a collection of 3D objects in a <TT>csGroup</TT>. The scene is redrawn
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after this call.
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*/
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