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namespace Magnum {
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/** @page portability Writing portable applications
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@brief How to support different platforms and different OpenGL capabilities within one codebase.
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@tableofcontents
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@section portability-target Target-specific code
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If %Magnum is compiled with e.g. OpenGL ES 2.0 support, some features present
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in desktop version are not available. It means that some classes, functions
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and enum values are simply not included in headers. It is designed this way to
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make porting easier -- it is better to fail at compile time on e.g. undefined
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enum value than fail at runtime in some corner case because given texture
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format is not supported.
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If you include Magnum.h, you get these predefined macros:
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- `MAGNUM_TARGET_GLES` if targetting OpenGL ES 2.0 or 3.0
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- `MAGNUM_TARGET_GLES2` if targetting OpenGL ES 2.0
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- `MAGNUM_TARGET_NACL` if targetting Google Chrome Native Client
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Example usage:
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@code
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#ifndef MAGNUM_TARGET_GLES
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Mesh::setPolygonMode(Mesh::PolygonMode::Lines);
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// draw mesh as wireframe...
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#else
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// use different mesh, as polygon mode is not supported in OpenGL ES...
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#endif
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@endcode
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Each feature is marked accordingly if it is not available in some targets. See
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also @ref requires-gl and @ref requires-gles30.
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@section portability-compiler Compiler-specific code
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%Magnum is attempting to be future-proof and as intuitive for users as
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possible. Many features from C++11 are used to simplify things and make them
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faster and more secure, but on the other hand it requires fairly recent
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compiler with good enough support of the new standard. Currently %Magnum is
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written with GCC 4.7 and Clang 3.1 in mind, but support for some other
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compilers is also available:
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- GCC 4.6 support can be explicitly enabled with CMake option
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`MAGNUM_GCC46_COMPATIBILITY`
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The options are also available as predefined macros when including Magnum.h.
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Each feature is marked accordingly if it is not available on some compilers,
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see @ref SceneGraph::DrawableGroup3D for an example. It is up to you (or your
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platform) which compiler your code will support, code written for GCC 4.7 will
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work also on Magnum compiled with support for older compilers.
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@section portability-extensions Extension-aware code
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Some functionality is depending on support of particular extension and thus
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the decision cannot be made at compile time. Header Extensions.h contains list
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of extensions, which you can pass to Context::isExtensionSupported() and
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decide based on that:
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@code
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if(Context::instance()->isExtensionSupported<GL::ARB::geometry_shader4>()) {
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// draw mesh with wireframe on top in one pass using geometry shader...
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} else {
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// draw underlying mesh...
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Mesh::setPolygonMode(Mesh::PolygonMode::Lines);
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// draw mesh as wirefreame in second pass...
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}
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@endcode
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You can also decide on particular OpenGL version using Context::isVersionSupported(),
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but remember that some features from that version might be available even if
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the drivers don't expose that version.
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Each feature is marked accordingly if it needs specific extension or specific
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OpenGL version. Various classes in %Magnum are taking advantage of some
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extensions and enable faster code paths if given extension is available, for
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example @ref AbstractShaderProgram-performance-optimization "AbstractShaderProgram",
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@ref AbstractTexture-performance-optimization "AbstractTexture" or
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@ref Mesh-performance-optimization "Mesh". See also @ref required-extensions.
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@section portability-shaders Portable shaders
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%Shaders are probably the most painful thing to port. There are many issues to
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address - different shader syntax (`in`/`out` vs. `attribute` and `varying`
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etc.), explicit vs. implicit methods to specify vertex attribute, uniform and
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texture uniform locations, required precision qualifiers in OpenGL ES etc.
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Shader class allows you to explicitly specify shader version and based on that
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you can decide on the syntax in your shader code. You can also use
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Context::supportedVersion() to conveniently select highest supported version
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from a list:
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@code
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// MyShader.vert
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#if __VERSION__ < 130
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#define in attribute
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#define out varying
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#endif
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in vec4 position;
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in vec3 normal;
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out vec4 transformedNormal;
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void main() {
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// ...
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}
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@endcode
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@code
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// MyShader.cpp
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Version version = Context::instance()->supportedVersion({Version::GL430, Version::GL330, Version::GL210});
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attachShader(Shader::fromFile(version, "MyShader.vert"));
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@endcode
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All shaders in Shaders namespace support desktop OpenGL starting from version
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2.1 and also OpenGL ES 2.0 and 3.0. Feel free to look into their sources to
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see how portability is handled there.
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@section portability-applications Platform-specific application support
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Your application might run on Windows box, on some embedded Linux or even in
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browser - each platform has different requirements how to create entry point
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to the application, how to handle input events, how to create window and
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OpenGL context etc. Namespace Platform contains base classes for applications
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which are abstracting most of it for your convenience.
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All the classes support limited form of static polymorphism, which means you
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can switch to another base class and probably don't need to change any other
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code. It has its limitations, though - some toolkits don't support all keys,
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mouse movement events etc.
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In most cases the entry point is classic `main()` function, but some platforms
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(e.g. Native Client) have different requirements. To make things easier, entry
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points are handled using macros, which take care of the rest. Each application
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has its own specific macro and if no other application header is included, the
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macro is also aliased to MAGNUM_APPLICATION_MAIN() to save you typing.
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Example application, which targets both embedded Linux (using plain X and EGL)
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and desktop (using SDL2 toolkit). Thanks to static polymorphism most of the
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functions will work on both without changes, the main difference will be in
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particular *Event class implementations:
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@code
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#ifndef MAGNUM_TARGET_GLES
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#include <Platform/Sdl2Application.h>
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#else
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#include <Platform/XEglApplication.h>
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#endif
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#ifndef MAGNUM_TARGET_GLES
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typedef Platform::Sdl2Application ApplicationBase;
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#else
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typedef Platform::XEglApplication ApplicationBase;
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#endif
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class MyApplication: public ApplicationBase {
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public:
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MyApplication(int& argc, char** argv): ApplicationBase(argc, argv, "My Application") {
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// ...
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}
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protected:
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void viewportEvent(const Vector2i& size) override {
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// ...
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}
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void drawEvent() override {
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// ...
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}
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void keyPressEvent(KeyEvent& event) override {
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// ...
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}
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};
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MAGNUM_APPLICATION_MAIN(MyApplication)
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@endcode
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*/
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}
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