/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ namespace Magnum { /** @page portability Writing portable applications @brief How to support different platforms and different OpenGL capabilities within one codebase. @tableofcontents @m_footernavigation @section portability-target Target-specific code If Magnum is compiled with e.g. OpenGL ES 2.0 support, some features present in desktop version are not available. It means that some classes, functions and enum values are simply not included in headers. It is designed this way to make porting easier --- it is better to fail at compile time on e.g. undefined enum value than fail at runtime in some corner case because given texture format is not supported. If you include @ref Magnum.h, you get these predefined macros: - @ref MAGNUM_TARGET_GLES if targeting OpenGL ES - @ref MAGNUM_TARGET_GLES2 if targeting OpenGL ES 2.0 - @ref MAGNUM_TARGET_GLES3 if targeting OpenGL ES 3.0 - @ref MAGNUM_TARGET_WEBGL if targeting WebGL Example usage: @snippet MagnumGL.cpp portability-targets Each feature is marked accordingly if it is not available in some targets. See also @ref requires-gl, @ref requires-gles20 and @ref requires-gles30. @section portability-compiler Compiler- and platform-specific code Magnum is attempting to be future-proof and as intuitive for users as possible. Many features from C++11 are used to simplify things and make them faster and more secure, but on the other hand it requires a compiler with good enough support of the standard. Currently Magnum is written with at least GCC 4.8, Clang 3.1 and MSVC 2015 in mind. See @ref Corrade.h for more information. Each feature is marked accordingly if it is not available on some compilers, see @ref SceneGraph::DrawableGroup3D for an example. It is up to you (or your platform) which compiler your code will support, code written for e.g. GCC 4.8 will work also on Magnum compiled with support for newer compilers, although newer compilers may catch errors that weren't spotted by earlier versions. Some functionality (such as dynamic plugin loading or filesystem access) might not be available on particular platforms. @ref Corrade.h contains defintions which you can use for platform-aware code. @section portability-extensions Extension-aware code Some functionality is depending on support of a particular OpenGL extension and thus the decision cannot be made at compile time. Header @ref GL/Extensions.h contains list of extensions, which you can pass to @ref GL::Context::isExtensionSupported() and decide based on that: @snippet MagnumGL.cpp portability-extensions You can also decide on particular OpenGL version using @ref GL::Context::isVersionSupported(), but remember that some features from that version might be available even if the drivers don't fully expose that version. On the other hand, if you don't want to write fallback code for unsupported extensions, you can use macros @ref MAGNUM_ASSERT_EXTENSION_SUPPORTED() or @ref MAGNUM_ASSERT_VERSION_SUPPORTED() to add mandatory requirement of given extension or version: @snippet MagnumGL.cpp portability-extension-assert Each class, function or enum value is marked accordingly if it needs specific extension or specific OpenGL version. Various classes in Magnum are taking advantage of some extensions and enable faster code paths if given extension is available, but also have proper fallback when it's not, see for example @ref GL-AbstractShaderProgram-performance-optimization "AbstractShaderProgram", @ref GL-AbstractTexture-performance-optimization "AbstractTexture" or @ref GL-Mesh-performance-optimization "Mesh". See also @ref opengl-required-extensions. @section portability-shaders Writing portable shaders Shaders are probably the most painful thing to port. There are many issues to address --- different shader syntax (@glsl in @ce / @glsl out @ce vs. @glsl attribute @ce and @glsl varying @ce etc.), explicit vs. implicit methods to specify vertex attribute, uniform and texture uniform locations, required precision qualifiers in OpenGL ES etc. Shader class allows you to explicitly specify shader version and based on that you can decide on the syntax in your shader code. You can also use @ref GL::Context::supportedVersion() to conveniently select the first supported version from a list:

@snippet MagnumGL.cpp portability-shaders

@code{.vert} // MyShader.vert #if __VERSION__ < 130 #define in attribute #define out varying #endif in vec4 position; in vec3 normal; out vec4 transformedNormal; void main() { // ... } @endcode It is often desirable to query extension presence based on actually used GLSL version --- while the extension might be supported in the driver, it might not be available in given GLSL version (e.g. causing compilation errors). You can use @ref GL::Context::isExtensionSupported(Version) const to check that the extension is present in given version: @snippet MagnumGL.cpp portability-shaders-bind See also @ref GL::AbstractShaderProgram class documentation for information about specifying attribute location, uniform location and texture binding unit in various OpenGL versions. All shaders in @ref Shaders namespace support desktop OpenGL starting from version 2.1 and also OpenGL ES 2.0 and 3.0 (or WebGL 1.0 / 2.0). Feel free to look into their sources to see how portability is handled there. @section portability-applications Platform-specific application support Your application might run on Windows box, on some embedded Linux or even in browser --- each platform has different requirements how to create an entry point to the application, how to handle input events, how to create window and OpenGL context etc. Namespace @ref Platform contains application base classes which are abstracting out most of it for your convenience. All the classes support limited form of static polymorphism, which means you can just switch to another base class and in many cases you won't need to change any other code. It has its limitations, though --- some toolkits don't support all special keys, mouse movement events etc. As mentioned in @ref platform, all the classes, macros and CMake variables have generic aliases, thus using different toolkit is in most cases only matter of replacing two lines of code. Example application, which targets both embedded Linux (using plain X and EGL) and desktop (using SDL2 toolkit). Thanks to static polymorphism most of the functions will work on both without changes, the main difference might (or might not, depending what you use) be in particular event handlers: @snippet MagnumPlatform-portability.cpp application And corresponding CMake code. Note that we need to call @cmake find_package() @ce twice, first to get the @ref MAGNUM_TARGET_GLES variable and then again to find proper application library based on its value: @code{.cmake} find_package(Magnum REQUIRED) if(MAGNUM_TARGET_GLES) find_package(Magnum REQUIRED Sdl2Application) else() find_package(Magnum REQUIRED XEglApplication) endif() add_executable(myapplication MyApplication.cpp) target_link_libraries(myapplication Magnum::Magnum Magnum::Application) @endcode */ }