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183 lines
8.5 KiB
183 lines
8.5 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015 |
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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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- Previous page: @ref plugins |
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- Next page: @ref shaders |
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OpenGL wrapper classes are core part of Magnum. Their purpose is to simplify |
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interaction with the OpenGL API using type-safe C++11 features, abstracting |
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away extension and platform differences, tracking the state for optimum |
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performance and selecting the best available code path for given system. |
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@tableofcontents |
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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 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. Constructing |
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the object this way does not require any active context and its state is then |
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equivalent to the moved-from state. It is useful in case you need to construct |
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the object before creating context (such as class members) or if you know you |
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would overwrite it later with another object: |
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@code |
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Mesh mesh{NoCreate}; |
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Buffer vertices{NoCreate}, indices{NoCreate}; |
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std::tie(mesh, vertices, indices) = importSomeMesh(); |
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@endcode |
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If you need to preserve the underlying OpenGL object after destruction, you can |
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call `release()`. It returns ID of the underlying object, the instance is then |
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equivalent to moved-from state and you are responsible for proper deletion |
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of the returned OpenGL object (note that it is possible to just query ID of the |
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underlying without releasing it using `id()`). It is also possible to do the |
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opposite -- wrapping existing OpenGL object ID into Magnum object instance |
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using `wrap()`. |
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@code |
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// Transferring the instance to external library |
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{ |
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Buffer buffer; |
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buffer.setData(...); |
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GLuint id = buffer.release(); |
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externallibrary.setSomeBuffer(id); // the library is responsible for deletion |
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} |
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// Acquiring an instance from external library |
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{ |
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GLuint id = externallibrary.someBuffer(); |
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Buffer buffer = Buffer::wrap(id, ObjectFlag::DeleteOnDestruction); |
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// we are now responsible for deletion |
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} |
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@endcode |
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The `NoInit` constructor, `wrap()` and `release()` functions are available for |
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all OpenGL classes except @ref Shader and @ref AbstractShaderProgram, where |
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wrapping external instances makes less sense. |
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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 features that are not yet implemented in |
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Magnum, using some specialized GUI library etc. But bear in mind that to |
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improve performance and avoid redundant state changes, Magnum internally tracks |
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OpenGL state such as currently bound objects, activated renderer features etc. |
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When combining Magnum with third-party code, the internal state tracker may get |
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confused and you need to reset it using @ref Context::resetState(): |
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@code |
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Buffer buffer; |
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// Raw OpenGL calls |
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glBindBuffer(GL_ARRAY_BUFFER, buffer.id()); |
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glBufferStorage(GL_ARRAY_BUFFER, 32768, GL_MAP_READ_BIT|GL_MAP_WRITE_BIT); |
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// ... |
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// Reset buffer-related state tracker |
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Context::current()->resetState(Context::State::Buffers); |
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// Use the buffer through Magnum again |
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auto data = buffer.map<UnsignedInt>(...); |
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@endcode |
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Note that it is currently not possible to do the opposite -- reseting all state |
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touched by Magnum to previous values -- as it would involve impractically large |
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amount of queries and state switches with serious performance impact. |
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Magnum by default uses VAOs -- each time a @ref Mesh is drawn or configured, |
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its VAO is bound, but it is *not* unbound afterwards to avoid needless state |
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changes. This may introduce problems when using third-party OpenGL code that |
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does not use VAOs -- it will break internal state of Mesh that was used most |
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recently. The solution, besides state resetting, is to create a new VAO and |
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bind it every time the third-party OpenGL code is called. |
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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 Context::isVersionSupported() or @ref Context::isExtensionSupported(): |
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@code |
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TextureFormat format; |
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if(Context::current()->isExtensionSupported<Extensions::GL::ARB_depth_buffer_float>()) |
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format = TextureFormat::DepthComponent32F; |
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else |
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format = TextureFormat::DepthComponent24; |
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@endcode |
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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 @extension{ARB,direct_state_access} |
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(part of OpenGL 4.3) and its predecessor @extension{EXT,direct_state_access}. |
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These extensions make it possible to modify OpenGL objects without explicitly |
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binding them, reducing the amount of needed API calls. Magnum API is designed |
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around direct state access as it is far easier to use and less error-prone, but |
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if these extensions are not available, the functionality is emulated through |
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classic bind-to-edit approach. Other examples of extension-dependent |
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functionality is @ref DebugMessage "debug output" which is simply no-op when |
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required extensions are not available, @ref Texture::setStorage() emulation on |
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platforms that don't support it etc. The goal is to abstract away the (mostly |
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unimportant) differences for easier porting. |
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@code |
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Texture2D texture; |
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// - on OpenGL 4.5+/ARB_direct_state_access this calls glTextureStorage2D() |
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// - if EXT_direct_state_access is available, calls glTextureStorage2DEXT() |
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// - on OpenGL 4.2+/ARB_texture_storage and OpenGL ES 3.0+ calls glTexStorage2D() |
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// - on OpenGL ES 2.0 with EXT_texture_storage calls glTexStorage2DEXT() |
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// - otherwise emulated using a sequence of four glTexImage2D() calls |
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texture.setStorage(4, TextureFormat::RGBA8, {256, 256}); |
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@endcode |
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- Previous page: @ref plugins |
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- Next page: @ref shaders |
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*/ |
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}
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