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authorFabien Costantini <fabien@onepost.net>2008-10-17 11:22:35 +0000
committerFabien Costantini <fabien@onepost.net>2008-10-17 11:22:35 +0000
commit09cfc1a1ea00f7edf394e647f1f32e5b0913f564 (patch)
treefe4abf458740c57202eff0656b6c0427d21aa401 /documentation/src/opengl.dox
parent4b5a6d1b23796aaf2eefc4cb43bd9ce397c59a89 (diff)
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-/**
-
- \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> &nbsp;&nbsp;
-<a class="el" href="subclassing.html">[Previous]&nbsp; 7 - Adding and Extending Widgets</a>&nbsp;
-<a class="el" href="fluid.html">[Next]&nbsp; 9 - Programming with FLUID</a>&nbsp;
-\endhtmlonly
-*/