initial commit
Signed-off-by: Peter Siegmund <mars3142@noreply.mars3142.dev>
This commit is contained in:
367
libs/wxWidgets-3.3.1/include/wx/glcanvas.h
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367
libs/wxWidgets-3.3.1/include/wx/glcanvas.h
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/////////////////////////////////////////////////////////////////////////////
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// Name: wx/glcanvas.h
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// Purpose: wxGLCanvas base header
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// Author: Julian Smart
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// Created:
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// Copyright: (c) Julian Smart
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_GLCANVAS_H_BASE_
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#define _WX_GLCANVAS_H_BASE_
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#include "wx/defs.h"
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#if wxUSE_GLCANVAS
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#include "wx/app.h"
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#include "wx/palette.h"
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#include "wx/window.h"
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class WXDLLIMPEXP_FWD_GL wxGLCanvas;
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class WXDLLIMPEXP_FWD_GL wxGLContext;
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// ----------------------------------------------------------------------------
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// Constants for attributes list
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// ----------------------------------------------------------------------------
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// Notice that not all implementation support options such as stereo, auxiliary
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// buffers, alpha channel, and accumulator buffer, use IsDisplaySupported() to
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// check for individual attributes support.
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enum
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{
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WX_GL_RGBA = 1, // use true color palette (on if no attrs specified)
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WX_GL_BUFFER_SIZE, // bits for buffer if not WX_GL_RGBA
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WX_GL_LEVEL, // 0 for main buffer, >0 for overlay, <0 for underlay
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WX_GL_DOUBLEBUFFER, // use double buffering (on if no attrs specified)
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WX_GL_STEREO, // use stereoscopic display
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WX_GL_AUX_BUFFERS, // number of auxiliary buffers
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WX_GL_MIN_RED, // use red buffer with most bits (> MIN_RED bits)
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WX_GL_MIN_GREEN, // use green buffer with most bits (> MIN_GREEN bits)
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WX_GL_MIN_BLUE, // use blue buffer with most bits (> MIN_BLUE bits)
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WX_GL_MIN_ALPHA, // use alpha buffer with most bits (> MIN_ALPHA bits)
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WX_GL_DEPTH_SIZE, // bits for Z-buffer (0,16,32)
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WX_GL_STENCIL_SIZE, // bits for stencil buffer
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WX_GL_MIN_ACCUM_RED, // use red accum buffer with most bits (> MIN_ACCUM_RED bits)
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WX_GL_MIN_ACCUM_GREEN, // use green buffer with most bits (> MIN_ACCUM_GREEN bits)
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WX_GL_MIN_ACCUM_BLUE, // use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
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WX_GL_MIN_ACCUM_ALPHA, // use alpha buffer with most bits (> MIN_ACCUM_ALPHA bits)
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WX_GL_SAMPLE_BUFFERS, // 1 for multisampling support (antialiasing)
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WX_GL_SAMPLES, // 4 for 2x2 antialiasing supersampling on most graphics cards
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WX_GL_FRAMEBUFFER_SRGB,// capability for sRGB framebuffer
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// Context attributes
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WX_GL_CORE_PROFILE, // use an OpenGL core profile
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WX_GL_MAJOR_VERSION, // major OpenGL version of the core profile
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WX_GL_MINOR_VERSION, // minor OpenGL version of the core profile
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WX_GL_COMPAT_PROFILE, // use compatible profile (use all versions features)
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WX_GL_FORWARD_COMPAT, // forward compatible context. OpenGL >= 3.0
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WX_GL_ES2, // ES or ES2 context.
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WX_GL_DEBUG, // create a debug context
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WX_GL_ROBUST_ACCESS, // robustness.
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WX_GL_NO_RESET_NOTIFY, // never deliver notification of reset events
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WX_GL_LOSE_ON_RESET, // if graphics reset, all context state is lost
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WX_GL_RESET_ISOLATION, // protect other apps or share contexts from reset side-effects
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WX_GL_RELEASE_FLUSH, // on context release, flush pending commands
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WX_GL_RELEASE_NONE, // on context release, pending commands are not flushed
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// Old name defined (ironically) for compatibility.
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wx_GL_COMPAT_PROFILE = WX_GL_COMPAT_PROFILE
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};
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#define wxGLCanvasName wxT("GLCanvas")
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// ----------------------------------------------------------------------------
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// wxGLAttribsBase: OpenGL rendering attributes
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLAttribsBase
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{
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public:
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wxGLAttribsBase() { Reset(); }
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// Setters
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void AddAttribute(int attribute) { m_GLValues.push_back(attribute); }
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// Search for searchVal and combine the next value with combineVal
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void AddAttribBits(int searchVal, int combineVal);
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// ARB functions necessity
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void SetNeedsARB(bool needsARB = true) { m_needsARB = needsARB; }
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// Delete contents
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void Reset()
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{
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m_GLValues.clear();
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m_needsARB = false;
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}
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// Accessors
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const int* GetGLAttrs() const
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{
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return (m_GLValues.empty() || !m_GLValues[0]) ? nullptr : &*m_GLValues.begin();
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}
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int GetSize() const { return (int)(m_GLValues.size()); }
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// ARB function (e.g. wglCreateContextAttribsARB) is needed
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bool NeedsARB() const { return m_needsARB; }
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private:
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wxVector<int> m_GLValues;
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bool m_needsARB;
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};
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// ----------------------------------------------------------------------------
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// wxGLContextAttrs: OpenGL rendering context attributes
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLContextAttrs : public wxGLAttribsBase
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{
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public:
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// Setters, allowing chained calls
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wxGLContextAttrs& CoreProfile();
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wxGLContextAttrs& MajorVersion(int val);
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wxGLContextAttrs& MinorVersion(int val);
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wxGLContextAttrs& OGLVersion(int vmayor, int vminor)
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{ return MajorVersion(vmayor).MinorVersion(vminor); }
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wxGLContextAttrs& CompatibilityProfile();
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wxGLContextAttrs& ForwardCompatible();
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wxGLContextAttrs& ES2();
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wxGLContextAttrs& DebugCtx();
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wxGLContextAttrs& Robust();
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wxGLContextAttrs& NoResetNotify();
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wxGLContextAttrs& LoseOnReset();
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wxGLContextAttrs& ResetIsolation();
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wxGLContextAttrs& ReleaseFlush(int val = 1); //'int' allows future values
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wxGLContextAttrs& PlatformDefaults();
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void EndList(); // No more values can be chained
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// Currently only used for X11 context creation
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bool x11Direct; // X11 direct render
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bool renderTypeRGBA;
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};
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// ----------------------------------------------------------------------------
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// wxGLAttributes: canvas configuration
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLAttributes : public wxGLAttribsBase
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{
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public:
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// Setters, allowing chained calls
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wxGLAttributes& RGBA();
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wxGLAttributes& BufferSize(int val);
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wxGLAttributes& Level(int val);
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wxGLAttributes& DoubleBuffer();
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wxGLAttributes& Stereo();
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wxGLAttributes& AuxBuffers(int val);
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wxGLAttributes& MinRGBA(int mRed, int mGreen, int mBlue, int mAlpha);
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wxGLAttributes& Depth(int val);
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wxGLAttributes& Stencil(int val);
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wxGLAttributes& MinAcumRGBA(int mRed, int mGreen, int mBlue, int mAlpha);
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wxGLAttributes& PlatformDefaults();
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wxGLAttributes& SampleBuffers(int val);
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wxGLAttributes& Samplers(int val);
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wxGLAttributes& FrameBuffersRGB();
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void EndList(); // No more values can be chained
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// This function is the same for all ports and so is implemented here
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// instead of in port-specific files.
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wxGLAttributes& Defaults()
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{
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return RGBA().Depth(16).DoubleBuffer();
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}
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};
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// ----------------------------------------------------------------------------
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// wxGLContextBase: OpenGL rendering context
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLContextBase : public wxObject
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{
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public:
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// The derived class should provide a ctor with this signature:
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//
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// wxGLContext(wxGLCanvas *win,
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// const wxGLContext *other = nullptr,
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// const wxGLContextAttrs *ctxAttrs = nullptr);
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// set this context as the current one
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virtual bool SetCurrent(const wxGLCanvas& win) const = 0;
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bool IsOK() const { return m_isOk; }
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protected:
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bool m_isOk;
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};
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// ----------------------------------------------------------------------------
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// wxGLCanvasBase: window which can be used for OpenGL rendering
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLCanvasBase : public wxWindow
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{
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public:
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// default ctor doesn't initialize the window, use Create() later
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wxGLCanvasBase();
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virtual ~wxGLCanvasBase();
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/*
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The derived class should provide a ctor with this signature:
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wxGLCanvas(wxWindow *parent,
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const wxGLAttributes& dispAttrs,
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wxWindowID id = wxID_ANY,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = 0,
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const wxString& name = wxGLCanvasName,
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const wxPalette& palette = wxNullPalette);
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*/
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// operations
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// ----------
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// set the given context associated with this window as the current one
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bool SetCurrent(const wxGLContext& context) const;
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// flush the back buffer (if we have it)
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virtual bool SwapBuffers() = 0;
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// accessors
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// ---------
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// check if the given attributes are supported without creating a canvas
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static bool IsDisplaySupported(const wxGLAttributes& dispAttrs);
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static bool IsDisplaySupported(const int *attribList);
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#if wxUSE_PALETTE
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const wxPalette *GetPalette() const { return &m_palette; }
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#endif // wxUSE_PALETTE
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// miscellaneous helper functions
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// ------------------------------
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// call glcolor() for the colour with the given name, return false if
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// colour not found
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bool SetColour(const wxString& colour);
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// return true if the extension with given name is supported
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//
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// notice that while this function is implemented for all of GLX, WGL and
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// AGL the extensions names are usually not the same for different
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// platforms and so the code using it still usually uses conditional
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// compilation
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static bool IsExtensionSupported(const char *extension);
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// Get the wxGLContextAttrs object filled with the context-related values
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// of the list of attributes passed at ctor when no wxGLAttributes is used
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// as a parameter
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wxGLContextAttrs& GetGLCTXAttrs() { return m_GLCTXAttrs; }
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protected:
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// override this to implement SetColour() in GL_INDEX_MODE
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// (currently only implemented in wxX11)
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virtual int GetColourIndex(const wxColour& WXUNUSED(col)) { return -1; }
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// check if the given extension name is present in the space-separated list
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// of extensions supported by the current implementation such as returned
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// by glXQueryExtensionsString() or glGetString(GL_EXTENSIONS)
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static bool IsExtensionInList(const char *list, const char *extension);
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// For the case of "int* attribList" at ctor is != 0
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wxGLContextAttrs m_GLCTXAttrs;
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// Extract pixel format and context attributes.
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// Return false if an unknown attribute is found.
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static bool ParseAttribList(const int* attribList,
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wxGLAttributes& dispAttrs,
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wxGLContextAttrs* ctxAttrs = nullptr);
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#if wxUSE_PALETTE
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// create default palette if we're not using RGBA mode
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// (not supported in most ports)
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virtual wxPalette CreateDefaultPalette() { return wxNullPalette; }
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wxPalette m_palette;
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#endif // wxUSE_PALETTE
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};
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// ----------------------------------------------------------------------------
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// wxGLApp: a special wxApp subclass for OpenGL applications which must be used
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// to select a visual compatible with the given attributes
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_GL wxGLAppBase : public wxApp
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{
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public:
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wxGLAppBase() : wxApp() { }
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// use this in the constructor of the user-derived wxGLApp class to
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// determine if an OpenGL rendering context with these attributes
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// is available - returns true if so, false if not.
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virtual bool InitGLVisual(const int *attribList) = 0;
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};
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#if defined(__WXMSW__)
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#include "wx/msw/glcanvas.h"
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#elif defined(__WXX11__)
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#include "wx/x11/glcanvas.h"
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#elif defined(__WXGTK__)
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#include "wx/gtk/glcanvas.h"
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#elif defined(__WXMAC__)
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#include "wx/osx/glcanvas.h"
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#elif defined(__WXQT__)
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#include "wx/qt/glcanvas.h"
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#else
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#error "wxGLCanvas not supported in this wxWidgets port"
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#endif
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// wxMac and wxMSW don't need anything extra in wxGLAppBase, so declare it here
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#ifndef wxGL_APP_DEFINED
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class WXDLLIMPEXP_GL wxGLApp : public wxGLAppBase
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{
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public:
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wxGLApp() : wxGLAppBase() { }
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virtual bool InitGLVisual(const int *attribList) override;
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private:
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wxDECLARE_DYNAMIC_CLASS(wxGLApp);
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};
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#endif // !wxGL_APP_DEFINED
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// ----------------------------------------------------------------------------
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// wxGLAPI: an API wrapper that allows the use of 'old' APIs even on OpenGL
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// platforms that don't support it natively anymore, if the APIs are available
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// it's a mere redirect
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// ----------------------------------------------------------------------------
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#ifndef wxUSE_OPENGL_EMULATION
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#define wxUSE_OPENGL_EMULATION 0
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#endif
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class WXDLLIMPEXP_GL wxGLAPI : public wxObject
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{
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public:
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wxGLAPI();
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~wxGLAPI();
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static void glFrustum(GLfloat left, GLfloat right, GLfloat bottom,
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GLfloat top, GLfloat zNear, GLfloat zFar);
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static void glBegin(GLenum mode);
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static void glTexCoord2f(GLfloat s, GLfloat t);
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static void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
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static void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
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static void glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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static void glColor3f(GLfloat r, GLfloat g, GLfloat b);
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static void glEnd();
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};
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#endif // wxUSE_GLCANVAS
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#endif // _WX_GLCANVAS_H_BASE_
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