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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page opengl-wrapping OpenGL wrapping layer
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@brief Overview of the base OpenGL wrapper API
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@tableofcontents
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@m_footernavigation
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The purpose of the @ref GL library is to simplify interaction with the OpenGL
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API using type-safe C++11 features, abstracting away extension and platform
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differences, tracking the state for optimum performance and selecting the best
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available code path for given system.
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Magnum provides wrappers for most native OpenGL objects like buffers, textures,
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meshes, queries, transform feedback objects, shaders etc., but makes it
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possible to use raw GL calls or combine Magnum with third-party OpenGL
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libraries if the user wants to.
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@section opengl-wrapping-instances OpenGL object wrapper instances
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By default, all underlying OpenGL objects are created in wrapper class
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constructor and deleted in wrapper class destructor. Constructing an object
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using default constructor requires active @ref GL::Context instance. All OpenGL
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objects are movable (but not copyable), although for performance reasons (and
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contrary to standard C++11 practice), the moved-from instance does *not* have
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any associated OpenGL object and is thus in *invalid state*. Using instance in
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moved-from state may result in OpenGL errors being generated, in some cases
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even application crashes.
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Besides the default behavior, it is possible to construct the object without
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creating the underlying OpenGL object using the @ref NoCreate tag.
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Constructing the object this way does not require any active context and its
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state is then equivalent to the moved-from state. It is useful in case you need
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to construct the object before creating context (such as class members) or if
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you know you would overwrite it later with another object:
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@snippet MagnumGL.cpp opengl-wrapping-nocreate
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If you need to preserve the underlying OpenGL object after destruction, you can
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call @cpp release() @ce. It returns ID of the underlying object, the instance
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is then equivalent to moved-from state and you are responsible for proper
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deletion of the returned OpenGL object (note that it is possible to just query
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ID of the underlying without releasing it using `id()`). It is also possible to
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do the opposite --- wrapping existing OpenGL object ID into Magnum object
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instance using @cpp wrap() @ce.
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@snippet MagnumGL.cpp opengl-wrapping-transfer
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The @cpp NoCreate @ce constructor, @cpp wrap() @ce and @cpp release() @ce
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functions are available for all OpenGL classes except @ref GL::Shader, where
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wrapping external instances makes less sense.
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Note that interaction with third-party OpenGL code as shown above usually needs
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special attention:
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@section opengl-state-tracking State tracking and interaction with third-party code
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It is possible (and encouraged) to combine Magnum with third-party libraries or
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even raw OpenGL calls --- trying out features that are not yet implemented in
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Magnum, using some specialized GUI library etc. But bear in mind that in order
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to improve performance and avoid redundant state changes, Magnum internally
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tracks OpenGL state such as currently bound objects, activated renderer
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features etc. When combining Magnum with third-party code, the internal state
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tracker may get confused and you need to reset it using @ref GL::Context::resetState():
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@snippet MagnumGL.cpp opengl-wrapping-state
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Note that by design it's not possible to reset all state touched by Magnum to
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previous values --- it would involve impractically large amount of queries and
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state switches with serious performance impact. It's thus expected that
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third-party code either does no state tracking or provides similar means to
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reset their state tracker (for example Qt has
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[QQuickWindow::resetOpenGLState()](http://doc.qt.io/qt-5/qquickwindow.html#resetOpenGLState)
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that's advised to call before giving the control back to Qt).
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@section opengl-wrapping-dsa Extension-dependent functionality
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While the majority of Magnum API stays the same on all platforms and driver
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capabilities, large portion of the functionality needs to be realized under the
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hood using various different OpenGL API calls based on available extensions. If
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required extension is not available, there are two possible outcomes --- either
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given API is simply not available or it is emulated using older functionality.
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In the first case, to avoid performance overhead, Magnum does not check that
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you use only the APIs that are implemented in the driver --- you are expected to
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do the checks. Documentation of each type, function and enum value explicitly
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states whether the functionality is available everywhere or whether particular
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GL version/extension is required. The information is also aggregated on
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@ref opengl-required-extensions documentation page. Use
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@ref GL::Context::isVersionSupported() or @ref GL::Context::isExtensionSupported():
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@snippet MagnumGL.cpp opengl-wrapping-extensions
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@attention Using API that requires OpenGL version or extension that is not
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provided by the driver results in undefined behavior --- the best you can
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get is GL error, it may lead to strange behavior and even crashes when
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calling GL functions that are not available.
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Some functionality can be emulated by Magnum --- it detects available extensions
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and selects best possible code path for optimal performance. On startup, the
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application prints list of extensions that were used to improve the default
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functionality. The most prominent feature is @gl_extension{ARB,direct_state_access}
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(part of OpenGL 4.3). This extension makes it possible to modify OpenGL objects
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without explicitly binding them, reducing the amount of needed API calls.
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Magnum API is designed around direct state access as it is far easier to use
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and less error-prone, but if this extension is not available, the functionality
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is emulated through classic bind-to-edit approach. Other examples of
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extension-dependent functionality is @ref GL::DebugMessage "debug output" which
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is simply no-op when required extensions are not available,
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@ref GL::Texture::setStorage() emulation on platforms that don't support it
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etc. The goal is to abstract away the (mostly unimportant) differences for
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easier porting.
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@snippet MagnumGL.cpp opengl-wrapping-dsa
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*/
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}
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