fltk/src/Fl_Gl_Choice.H
Matthias Melcher 5251b64d57 Changed Copyright in 'src' directory
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6616 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
2009-01-01 21:28:26 +00:00

133 lines
4.0 KiB
C++

//
// "$Id$"
//
// 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 <FL/gl.h>
# define GLContext HGLRC
#elif defined(__APPLE_QD__)
# include <OpenGL/gl.h>
# include <AGL/agl.h>
# define GLContext AGLContext
#elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
# include <OpenGL/gl.h>
# include <AGL/agl.h>
# define GLContext AGLContext
#else
# include <GL/glx.h>
# 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 "$Id$".
//