dolphin/Externals/wxWidgets3/include/wx/glcanvas.h

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/////////////////////////////////////////////////////////////////////////////
// Name: wx/glcanvas.h
// Purpose: wxGLCanvas base header
// Author: Julian Smart
// Modified by:
// Created:
// Copyright: (c) Julian Smart
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_GLCANVAS_H_BASE_
#define _WX_GLCANVAS_H_BASE_
#include "wx/defs.h"
#if wxUSE_GLCANVAS
#include "wx/app.h"
#include "wx/palette.h"
#include "wx/window.h"
class WXDLLIMPEXP_FWD_GL wxGLCanvas;
class WXDLLIMPEXP_FWD_GL wxGLContext;
// ----------------------------------------------------------------------------
// Constants for attributes list
// ----------------------------------------------------------------------------
// Notice that not all implementation support options such as stereo, auxiliary
// buffers, alpha channel, and accumulator buffer, use IsDisplaySupported() to
// check for individual attributes support.
enum
{
WX_GL_RGBA = 1, // use true color palette (on if no attrs specified)
WX_GL_BUFFER_SIZE, // bits for buffer if not WX_GL_RGBA
WX_GL_LEVEL, // 0 for main buffer, >0 for overlay, <0 for underlay
WX_GL_DOUBLEBUFFER, // use double buffering (on if no attrs specified)
WX_GL_STEREO, // use stereoscopic display
WX_GL_AUX_BUFFERS, // number of auxiliary buffers
WX_GL_MIN_RED, // use red buffer with most bits (> MIN_RED bits)
WX_GL_MIN_GREEN, // use green buffer with most bits (> MIN_GREEN bits)
WX_GL_MIN_BLUE, // use blue buffer with most bits (> MIN_BLUE bits)
WX_GL_MIN_ALPHA, // use alpha buffer with most bits (> MIN_ALPHA bits)
WX_GL_DEPTH_SIZE, // bits for Z-buffer (0,16,32)
WX_GL_STENCIL_SIZE, // bits for stencil buffer
WX_GL_MIN_ACCUM_RED, // use red accum buffer with most bits (> MIN_ACCUM_RED bits)
WX_GL_MIN_ACCUM_GREEN, // use green buffer with most bits (> MIN_ACCUM_GREEN bits)
WX_GL_MIN_ACCUM_BLUE, // use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
WX_GL_MIN_ACCUM_ALPHA, // use alpha buffer with most bits (> MIN_ACCUM_ALPHA bits)
WX_GL_SAMPLE_BUFFERS, // 1 for multisampling support (antialiasing)
WX_GL_SAMPLES, // 4 for 2x2 antialiasing supersampling on most graphics cards
WX_GL_FRAMEBUFFER_SRGB,// capability for sRGB framebuffer
// Context attributes
WX_GL_CORE_PROFILE, // use an OpenGL core profile
WX_GL_MAJOR_VERSION, // major OpenGL version of the core profile
WX_GL_MINOR_VERSION, // minor OpenGL version of the core profile
wx_GL_COMPAT_PROFILE, // use compatible profile (use all versions features)
WX_GL_FORWARD_COMPAT, // forward compatible context. OpenGL >= 3.0
WX_GL_ES2, // ES or ES2 context.
WX_GL_DEBUG, // create a debug context
WX_GL_ROBUST_ACCESS, // robustness.
WX_GL_NO_RESET_NOTIFY, // never deliver notification of reset events
WX_GL_LOSE_ON_RESET, // if graphics reset, all context state is lost
WX_GL_RESET_ISOLATION, // protect other apps or share contexts from reset side-effects
WX_GL_RELEASE_FLUSH, // on context release, flush pending commands
WX_GL_RELEASE_NONE // on context release, pending commands are not flushed
};
#define wxGLCanvasName wxT("GLCanvas")
// ----------------------------------------------------------------------------
// wxGLAttribsBase: OpenGL rendering attributes
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_GL wxGLAttribsBase
{
public:
wxGLAttribsBase() { Reset(); }
// Setters
void AddAttribute(int attribute) { m_GLValues.push_back(attribute); }
// Search for searchVal and combine the next value with combineVal
void AddAttribBits(int searchVal, int combineVal);
// ARB functions necessity
void SetNeedsARB(bool needsARB = true) { m_needsARB = needsARB; }
// Delete contents
void Reset()
{
m_GLValues.clear();
m_needsARB = false;
}
// Accessors
const int* GetGLAttrs() const
{
return (m_GLValues.empty() || !m_GLValues[0]) ? NULL : &*m_GLValues.begin();
}
int GetSize() const { return (int)(m_GLValues.size()); }
// ARB function (e.g. wglCreateContextAttribsARB) is needed
bool NeedsARB() const { return m_needsARB; }
private:
wxVector<int> m_GLValues;
bool m_needsARB;
};
// ----------------------------------------------------------------------------
// wxGLContextAttrs: OpenGL rendering context attributes
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_GL wxGLContextAttrs : public wxGLAttribsBase
{
public:
// Setters, allowing chained calls
wxGLContextAttrs& CoreProfile();
wxGLContextAttrs& MajorVersion(int val);
wxGLContextAttrs& MinorVersion(int val);
wxGLContextAttrs& OGLVersion(int vmayor, int vminor)
{ return MajorVersion(vmayor).MinorVersion(vminor); }
wxGLContextAttrs& CompatibilityProfile();
wxGLContextAttrs& ForwardCompatible();
wxGLContextAttrs& ES2();
wxGLContextAttrs& DebugCtx();
wxGLContextAttrs& Robust();
wxGLContextAttrs& NoResetNotify();
wxGLContextAttrs& LoseOnReset();
wxGLContextAttrs& ResetIsolation();
wxGLContextAttrs& ReleaseFlush(int val = 1); //'int' allows future values
wxGLContextAttrs& PlatformDefaults();
void EndList(); // No more values can be chained
// Currently only used for X11 context creation
bool x11Direct; // X11 direct render
bool renderTypeRGBA;
};
// ----------------------------------------------------------------------------
// wxGLAttributes: canvas configuration
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_GL wxGLAttributes : public wxGLAttribsBase
{
public:
// Setters, allowing chained calls
wxGLAttributes& RGBA();
wxGLAttributes& BufferSize(int val);
wxGLAttributes& Level(int val);
wxGLAttributes& DoubleBuffer();
wxGLAttributes& Stereo();
wxGLAttributes& AuxBuffers(int val);
wxGLAttributes& MinRGBA(int mRed, int mGreen, int mBlue, int mAlpha);
wxGLAttributes& Depth(int val);
wxGLAttributes& Stencil(int val);
wxGLAttributes& MinAcumRGBA(int mRed, int mGreen, int mBlue, int mAlpha);
wxGLAttributes& PlatformDefaults();
wxGLAttributes& Defaults();
wxGLAttributes& SampleBuffers(int val);
wxGLAttributes& Samplers(int val);
wxGLAttributes& FrameBuffersRGB();
void EndList(); // No more values can be chained
};
// ----------------------------------------------------------------------------
// wxGLContextBase: OpenGL rendering context
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_GL wxGLContextBase : public wxObject
{
public:
// The derived class should provide a ctor with this signature:
//
// wxGLContext(wxGLCanvas *win,
// const wxGLContext *other = NULL,
// const wxGLContextAttrs *ctxAttrs = NULL);
// set this context as the current one
virtual bool SetCurrent(const wxGLCanvas& win) const = 0;
bool IsOK() { return m_isOk; }
protected:
bool m_isOk;
};
// ----------------------------------------------------------------------------
// wxGLCanvasBase: window which can be used for OpenGL rendering
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_GL wxGLCanvasBase : public wxWindow
{
public:
// default ctor doesn't initialize the window, use Create() later
wxGLCanvasBase();
virtual ~wxGLCanvasBase();
/*
The derived class should provide a ctor with this signature:
wxGLCanvas(wxWindow *parent,
const wxGLAttributes& dispAttrs,
wxWindowID id = wxID_ANY,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = 0,
const wxString& name = wxGLCanvasName,
const wxPalette& palette = wxNullPalette);
*/
// operations
// ----------
// set the given context associated with this window as the current one
bool SetCurrent(const wxGLContext& context) const;
// flush the back buffer (if we have it)
virtual bool SwapBuffers() = 0;
// accessors
// ---------
// check if the given attributes are supported without creating a canvas
static bool IsDisplaySupported(const wxGLAttributes& dispAttrs);
static bool IsDisplaySupported(const int *attribList);
#if wxUSE_PALETTE
const wxPalette *GetPalette() const { return &m_palette; }
#endif // wxUSE_PALETTE
// miscellaneous helper functions
// ------------------------------
// call glcolor() for the colour with the given name, return false if
// colour not found
bool SetColour(const wxString& colour);
// return true if the extension with given name is supported
//
// notice that while this function is implemented for all of GLX, WGL and
// AGL the extensions names are usually not the same for different
// platforms and so the code using it still usually uses conditional
// compilation
static bool IsExtensionSupported(const char *extension);
// Get the wxGLContextAttrs object filled with the context-related values
// of the list of attributes passed at ctor when no wxGLAttributes is used
// as a parameter
wxGLContextAttrs& GetGLCTXAttrs() { return m_GLCTXAttrs; }
// deprecated methods using the implicit wxGLContext
#if WXWIN_COMPATIBILITY_2_8
wxDEPRECATED( wxGLContext* GetContext() const );
wxDEPRECATED( void SetCurrent() );
wxDEPRECATED( void OnSize(wxSizeEvent& event) );
#endif // WXWIN_COMPATIBILITY_2_8
#ifdef __WXUNIVERSAL__
// resolve the conflict with wxWindowUniv::SetCurrent()
virtual bool SetCurrent(bool doit) { return wxWindow::SetCurrent(doit); }
#endif
protected:
// override this to implement SetColour() in GL_INDEX_MODE
// (currently only implemented in wxX11 and wxMotif ports)
virtual int GetColourIndex(const wxColour& WXUNUSED(col)) { return -1; }
// check if the given extension name is present in the space-separated list
// of extensions supported by the current implementation such as returned
// by glXQueryExtensionsString() or glGetString(GL_EXTENSIONS)
static bool IsExtensionInList(const char *list, const char *extension);
// For the case of "int* attribList" at ctor is != 0
wxGLContextAttrs m_GLCTXAttrs;
// Extract pixel format and context attributes.
// Return false if an unknown attribute is found.
static bool ParseAttribList(const int* attribList,
wxGLAttributes& dispAttrs,
wxGLContextAttrs* ctxAttrs = NULL);
#if wxUSE_PALETTE
// create default palette if we're not using RGBA mode
// (not supported in most ports)
virtual wxPalette CreateDefaultPalette() { return wxNullPalette; }
wxPalette m_palette;
#endif // wxUSE_PALETTE
#if WXWIN_COMPATIBILITY_2_8
wxGLContext *m_glContext;
#endif // WXWIN_COMPATIBILITY_2_8
};
// ----------------------------------------------------------------------------
// wxGLApp: a special wxApp subclass for OpenGL applications which must be used
// to select a visual compatible with the given attributes
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_GL wxGLAppBase : public wxApp
{
public:
wxGLAppBase() : wxApp() { }
// use this in the constructor of the user-derived wxGLApp class to
// determine if an OpenGL rendering context with these attributes
// is available - returns true if so, false if not.
virtual bool InitGLVisual(const int *attribList) = 0;
};
#if defined(__WXMSW__)
#include "wx/msw/glcanvas.h"
#elif defined(__WXMOTIF__) || defined(__WXX11__)
#include "wx/x11/glcanvas.h"
#elif defined(__WXGTK20__)
#include "wx/gtk/glcanvas.h"
#elif defined(__WXGTK__)
#include "wx/gtk1/glcanvas.h"
#elif defined(__WXMAC__)
#include "wx/osx/glcanvas.h"
#elif defined(__WXQT__)
#include "wx/qt/glcanvas.h"
#else
#error "wxGLCanvas not supported in this wxWidgets port"
#endif
// wxMac and wxMSW don't need anything extra in wxGLAppBase, so declare it here
#ifndef wxGL_APP_DEFINED
class WXDLLIMPEXP_GL wxGLApp : public wxGLAppBase
{
public:
wxGLApp() : wxGLAppBase() { }
virtual bool InitGLVisual(const int *attribList);
private:
wxDECLARE_DYNAMIC_CLASS(wxGLApp);
};
#endif // !wxGL_APP_DEFINED
// ----------------------------------------------------------------------------
// wxGLAPI: an API wrapper that allows the use of 'old' APIs even on OpenGL
// platforms that don't support it natively anymore, if the APIs are available
// it's a mere redirect
// ----------------------------------------------------------------------------
#ifndef wxUSE_OPENGL_EMULATION
#define wxUSE_OPENGL_EMULATION 0
#endif
class WXDLLIMPEXP_GL wxGLAPI : public wxObject
{
public:
wxGLAPI();
~wxGLAPI();
static void glFrustum(GLfloat left, GLfloat right, GLfloat bottom,
GLfloat top, GLfloat zNear, GLfloat zFar);
static void glBegin(GLenum mode);
static void glTexCoord2f(GLfloat s, GLfloat t);
static void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
static void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
static void glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
static void glColor3f(GLfloat r, GLfloat g, GLfloat b);
static void glEnd();
};
#endif // wxUSE_GLCANVAS
#endif // _WX_GLCANVAS_H_BASE_