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| author | Fabien Costantini <fabien@onepost.net> | 2008-10-17 11:22:35 +0000 |
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| committer | Fabien Costantini <fabien@onepost.net> | 2008-10-17 11:22:35 +0000 |
| commit | 09cfc1a1ea00f7edf394e647f1f32e5b0913f564 (patch) | |
| tree | fe4abf458740c57202eff0656b6c0427d21aa401 /documentation/src/opengl.dox | |
| parent | 4b5a6d1b23796aaf2eefc4cb43bd9ce397c59a89 (diff) | |
Removing current broken history documentation/src dir.
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@6451 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
Diffstat (limited to 'documentation/src/opengl.dox')
| -rw-r--r-- | documentation/src/opengl.dox | 459 |
1 files changed, 0 insertions, 459 deletions
diff --git a/documentation/src/opengl.dox b/documentation/src/opengl.dox deleted file mode 100644 index bed6b5d5c..000000000 --- a/documentation/src/opengl.dox +++ /dev/null @@ -1,459 +0,0 @@ -/** - - \page opengl 8 - Using OpenGL - -This chapter discusses using FLTK for your OpenGL applications. - -\section opengl_using Using OpenGL in FLTK - -The easiest way to make an OpenGL display is to subclass -<A href="Fl_Gl_Window.html#Fl_Gl_Window"><tt>Fl_Gl_Window</tt></A>. -Your subclass must implement a <tt>draw()</tt> method which uses -OpenGL calls to draw the display. Your main program should call -<tt>redraw()</tt> when the display needs to change, and -(somewhat later) FLTK will call <tt>draw()</tt>. - -With a bit of care you can also use OpenGL to draw into -normal FLTK windows. This allows you to use Gouraud shading for -drawing your widgets. To do this you use the -<A href="#gl_start"><tt>gl_start()</tt></A> -and -<A href=#gl_finish><tt>gl_finish()</tt></A> -functions around your OpenGL code. - -You must include FLTK's <tt><FL/gl.h></tt> header -file. It will include the file <tt><GL/gl.h></tt>, define -some extra drawing functions provided by FLTK, and include the -<tt><windows.h></tt> header file needed by WIN32 -applications. - -\section opengl_subclass Making a Subclass of Fl_Gl_Window - -To make a subclass of Fl_Gl_Window, you must provide: - -\li A class definition. - -\li A <tt>draw()</tt> method. - -\li A <tt>handle()</tt> method if you need to receive input from the user. - -If your subclass provides static controls in the window, they -must be redrawn whenever the <tt>FL_DAMAGE_ALL</tt> bit is set -in the value returned by <tt>damage()</tt>. For double-buffered -windows you will need to surround the drawing code with the -following code to make sure that both buffers are redrawn: - -\code -#ifndef MESA -glDrawBuffer(GL_FRONT_AND_BACK); -#endif // !MESA -... draw stuff here ... -#ifndef MESA -glDrawBuffer(GL_BACK); -#endif // !MESA -\endcode - -<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> -<TR> - <TD><B>Note:</B> - - <P>If you are using the Mesa graphics library, the call - to <tt>glDrawBuffer()</tt> is not required and will slow - down drawing considerably. The preprocessor instructions - shown above will optimize your code based upon the - graphics library used. - - </TD> - -</TR> -</TABLE></CENTER> - -\subsection opengl_defining Defining the Subclass - -To define the subclass you just subclass the <tt>Fl_Gl_Window</tt> class: - -\code -class MyWindow : public Fl_Gl_Window { - void draw(); - int handle(int); - -public: - MyWindow(int X, int Y, int W, int H, const char *L) - : Fl_Gl_Window(X, Y, W, H, L) {} -}; -\endcode - -The <tt>draw()</tt> and <tt>handle()</tt> methods are -described below. Like any widget, you can include additional -private and public data in your class (such as scene graph -information, etc.) - -\subsection opengl_draw The draw() Method - -The <tt>draw()</tt> method is where you actually do your OpenGL drawing: - -\code -void MyWindow::draw() { - if (!valid()) { - ... set up projection, viewport, etc ... - ... window size is in w() and h(). - ... valid() is turned on by FLTK after draw() returns - } - ... draw ... -} -\endcode - -\subsection opengl_handle The handle() Method - -The <tt>handle()</tt> method handles mouse and keyboard -events for the window: - -\code -int MyWindow::handle(int event) { - switch(event) { - case FL_PUSH: - ... mouse down event ... - ... position in Fl::event_x() and Fl::event_y() - return 1; - case FL_DRAG: - ... mouse moved while down event ... - return 1; - case FL_RELEASE: - ... mouse up event ... - return 1; - case FL_FOCUS : - case FL_UNFOCUS : - ... Return 1 if you want keyboard events, 0 otherwise - return 1; - case FL_KEYBOARD: - ... keypress, key is in Fl::event_key(), ascii in Fl::event_text() - ... Return 1 if you understand/use the keyboard event, 0 otherwise... - return 1; - case FL_SHORTCUT: - ... shortcut, key is in Fl::event_key(), ascii in Fl::event_text() - ... Return 1 if you understand/use the shortcut event, 0 otherwise... - return 1; - default: - // pass other events to the base class... - return Fl_Gl_Window::handle(event); - } -} -\endcode - -When <tt>handle()</tt> is called, the OpenGL context is not -set up! If your display changes, you should call -<tt>redraw()</tt> and let <tt>draw()</tt> do the work. Don't -call any OpenGL drawing functions from inside <tt>handle()</tt>! - -You can call <I>some</I> OpenGL stuff like hit detection and texture -loading functions by doing: - -\code - case FL_PUSH: - make_current(); // make OpenGL context current - if (!valid()) { - - ... set up projection exactly the same as draw ... - - valid(1); // stop it from doing this next time - } - ... ok to call NON-DRAWING OpenGL code here, such as hit - detection, loading textures, etc... -\endcode - -Your main program can now create one of your windows by doing -<tt>new MyWindow(...)</tt>. You can also use -<A href="fluid.html#FLUID">FLUID</A> -by: - --# Putting your class definition in a <tt>MyWindow.H</tt> file. - <br> --# Creating a <tt>Fl_Box</tt> widget in FLUID. - <br> --# In the widget panel fill in the "class" field with <tt>MyWindow</tt>. - This will make FLUID produce constructors for your new class. - <br> --# In the "Extra Code" field put <tt>\#include "MyWindow.H"</tt>, - so that the FLUID output file will compile. - -You must put <tt>glwindow->show()</tt> in your main code -after calling <tt>show()</tt> on the window containing the -OpenGL window. - -\section opengl_normal Using OpenGL in Normal FLTK Windows - -You can put OpenGL code into an -<A href="subclassing.html#draw"><tt>Fl_Widget::draw()</tt></A> -method or into the code for a -<A href="common.html#boxtypes">boxtype</A> -or other places with some care. - -Most importantly, before you show <I>any</I> windows, -including those that don't have OpenGL drawing, you <B>must</B> -initialize FLTK so that it knows it is going to use OpenGL. You -may use any of the symbols described for Fl_Gl_Window::mode() -to describe how you intend to use OpenGL: - -\code -Fl::gl_visual(FL_RGB); -\endcode - -You can then put OpenGL drawing code anywhere you can draw -normally by surrounding it with: - -\code -gl_start(); -... put your OpenGL code here ... -gl_finish(); -\endcode - -<A name="gl_start"><tt>gl_start()</tt></A> -and -<A name="gl_finish"><tt>gl_finish()</tt></A> -set up an OpenGL -context with an orthographic projection so that 0,0 is the -lower-left corner of the window and each pixel is one unit. The -current clipping is reproduced with OpenGL <tt>glScissor()</tt> -commands. These functions also synchronize the OpenGL graphics stream -with the drawing done by other X, WIN32, or FLTK functions. - -The same context is reused each time. If your code changes -the projection transformation or anything else you should use -<tt>glPushMatrix()</tt> and <tt>glPopMatrix()</tt> functions to -put the state back before calling <tt>gl_finish()</tt>. - -You may want to use Fl_Window::current()->h() to -get the drawable height so that you can flip the Y -coordinates. - -Unfortunately, there are a bunch of limitations you must -adhere to for maximum portability: - -\li You must choose a default visual with Fl::gl_visual(). - -\li You cannot pass <tt>FL_DOUBLE</tt> to Fl::gl_visual(). - -\li You cannot use Fl_Double_Window or Fl_Overlay_Window. - -Do <I>not</I> call <tt>gl_start()</tt> or -<tt>gl_finish()</tt> when drawing into an Fl_Gl_Window ! - -\section opengl_drawing OpenGL Drawing Functions - -FLTK provides some useful OpenGL drawing functions. They can -be freely mixed with any OpenGL calls, and are defined by -including <FL/gl.H> which you should include -instead of the OpenGL header <tt><GL/gl.h></tt>. - -void gl_color(Fl_Color) - -\par -Sets the current OpenGL color to a FLTK color. <I>For -color-index modes it will use <tt>fl_xpixel(c)</tt>, which is -only right if this window uses the default colormap!</I> - -void gl_rect(int x, int y, int w, int h) <br> -void gl_rectf(int x, int y, int w, int h) - -\par -Outlines or fills a rectangle with the current color. If -Fl_Gl_Window::ortho() has been called, then the rectangle will exactly -fill the pixel rectangle passed. - -void gl_font(Fl_Font fontid, int size) - -\par -Sets the current OpenGL font to the same font you get by calling -<A href="drawing.html#fl_font"><tt>fl_font()</tt></A>. - -int gl_height() <br> -int gl_descent() <br> -float gl_width(const char *) <br> -float gl_width(const char *, int n) <br> -float gl_width(uchar) - -\par -Returns information about the current OpenGL font. - -void gl_draw(const char *) <br> -void gl_draw(const char *, int n) - -\par -Draws a nul-terminated string or an array of <tt>n</tt> -characters in the current OpenGL font at the current raster -position. - -void gl_draw(const char *, int x, int y) <br> -void gl_draw(const char *, int n, int x, int y) <br> -void gl_draw(const char *, float x, float y) <br> -void gl_draw(const char *, int n, float x, float y) - -\par -Draws a nul-terminated string or an array of <tt>n</tt> -characters in the current OpenGL font at the given position. - -void gl_draw(const char *, int x, int y, int w, int h, Fl_Align) - -\par -Draws a string formatted into a box, with newlines and tabs -expanded, other control characters changed to ^X, and aligned -with the edges or center. Exactly the same output as -<A href="drawing.html#text"><tt>fl_draw()</tt></A>. - -\section opengl_speed Speeding up OpenGL - -Performance of Fl_Gl_Window may be improved on some types of -OpenGL implementations, in particular MESA and other software -emulators, by setting the <tt>GL_SWAP_TYPE</tt> environment -variable. This variable declares what is in the backbuffer after -you do a swapbuffers. - -\li <tt>setenv GL_SWAP_TYPE COPY</tt> <br> - <br> - This indicates that the back buffer is copied to the - front buffer, and still contains it's old data. This is - true of many hardware implementations. Setting this - will speed up emulation of overlays, and widgets that - can do partial update can take advantage of this as - damage() will not be cleared to -1. <p> - -\li <tt>setenv GL_SWAP_TYPE NODAMAGE</tt> <br> - <br> - This indicates that nothing changes the back buffer - except drawing into it. This is true of MESA and Win32 - software emulation and perhaps some hardware emulation - on systems with lots of memory. <p> - -\li All other values for <tt>GL_SWAP_TYPE</tt>, and not - setting the variable, cause FLTK to assume that the - back buffer must be completely redrawn after a swap. - -This is easily tested by running the <tt>gl_overlay</tt> demo -program and seeing if the display is correct when you drag -another window over it or if you drag the window off the screen -and back on. You have to exit and run the program again for it -to see any changes to the environment variable. - -\section opengl_optimizer Using OpenGL Optimizer with FLTK - -<A href="http://www.sgi.com/software/optimizer">OpenGL Optimizer</A> -is a scene graph toolkit for OpenGL available from -Silicon Graphics for IRIX and Microsoft Windows. It allows you -to view large scenes without writing a lot of OpenGL code. - -\par OptimizerWindow Class Definition - -\par -To use OpenGL Optimizer with FLTK you'll need to create a -subclass of <tt>Fl_Gl_Widget</tt> that includes several state -variables: - -\code -class OptimizerWindow : public Fl_Gl_Window { - csContext *context_; // Initialized to 0 and set by draw()... - csDrawAction *draw_action_; // Draw action... - csGroup *scene_; // Scene to draw... - csCamara *camera_; // Viewport for scene... - - void draw(); - -public: - OptimizerWindow(int X, int Y, int W, int H, const char *L) - : Fl_Gl_Window(X, Y, W, H, L) { - context_ = (csContext *)0; - draw_action_ = (csDrawAction *)0; - scene_ = (csGroup *)0; - camera_ = (csCamera *)0; - } - - void scene(csGroup *g) { scene_ = g; redraw(); } - - void camera(csCamera *c) { - camera_ = c; - if (context_) { - draw_action_->setCamera(camera_); - camera_->draw(draw_action_); - redraw(); - } - } -}; -\endcode - -\par The camera() Method - -\par -The <tt>camera()</tt> method sets the camera (projection and -viewpoint) to use when drawing the scene. The scene is redrawn after -this call. - -\par The draw() Method - -\par -The <tt>draw()</tt> method performs the needed initialization and does -the actual drawing: - -\code -void OptimizerWindow::draw() { - if (!context_) { - // This is the first time we've been asked to draw; create the - // Optimizer context for the scene... - -#ifdef WIN32 - context_ = new csContext((HDC)fl_getHDC()); - context_->ref(); - context_->makeCurrent((HDC)fl_getHDC()); -#else - context_ = new csContext(fl_display, fl_visual); - context_->ref(); - context_->makeCurrent(fl_display, fl_window); -#endif // WIN32 - - ... perform other context setup as desired ... - - // Then create the draw action to handle drawing things... - - draw_action_ = new csDrawAction; - if (camera_) { - draw_action_->setCamera(camera_); - camera_->draw(draw_action_); - } - } else { -#ifdef WIN32 - context_->makeCurrent((HDC)fl_getHDC()); -#else - context_->makeCurrent(fl_display, fl_window); -#endif // WIN32 - } - - if (!valid()) { - // Update the viewport for this context... - context_->setViewport(0, 0, w(), h()); - } - - // Clear the window... - context_->clear(csContext::COLOR_CLEAR | csContext::DEPTH_CLEAR, - 0.0f, // Red - 0.0f, // Green - 0.0f, // Blue - 1.0f); // Alpha - - // Then draw the scene (if any)... - if (scene_) - draw_action_->apply(scene_); -} -\endcode - -\par The scene() Method - -\par -The <tt>scene()</tt> method sets the scene to be drawn. The scene is -a collection of 3D objects in a <tt>csGroup</tt>. The scene is redrawn -after this call. - -\htmlonly -<hr> -<a class="el" href="index.html">[Index]</a> -<a class="el" href="subclassing.html">[Previous] 7 - Adding and Extending Widgets</a> -<a class="el" href="fluid.html">[Next] 9 - Programming with FLUID</a> -\endhtmlonly -*/ |
