If a platform does not support OpenGL, it can just typedef GLContext as void* git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3-porting@11733 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
90 lines
2.6 KiB
C++
90 lines
2.6 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 1998-2016 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// http://www.fltk.org/COPYING.php
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//
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// Please report all bugs and problems on the following page:
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//
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// http://www.fltk.org/str.php
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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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// 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 create_gl_context is provided to create it for any
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// X visual.
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//
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// 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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// 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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#ifdef FL_CFG_GFX_QUARTZ
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# include <OpenGL/gl.h>
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# define FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS void* pixelformat;
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#endif // FL_CFG_GFX_QUARTZ
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#ifdef FL_CFG_GFX_XLIB
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# include <GL/glx.h>
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# define FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS \
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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 // FL_CFG_GFX_XLIB*/
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#ifdef FL_CFG_GFX_GDI
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# include <FL/gl.h>
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# define FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS \
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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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#endif // FL_CFG_GFX_GDI
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#if defined(FL_PORTING) && !defined(FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS)
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# pragma message "Define platform-specific members of the Fl_Gl_Choice class"
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# define FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS
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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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friend class Fl_Gl_Window_Driver;
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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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Fl_Gl_Choice(int m, const int *alistp, Fl_Gl_Choice *n) : mode(m), alist(alistp), next(n) {}
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FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS
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};
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#undef FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS
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#endif // Fl_Gl_Choice_H
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//
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// End of "$Id$".
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//
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