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188 lines
7.0 KiB
188 lines
7.0 KiB
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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On the other hand, if you don't want to write fallback code for unsupported |
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extensions, you can use macros MAGNUM_ASSERT_EXTENSION_SUPPORTED() or |
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MAGNUM_ASSERT_VERSION_SUPPORTED() to add mandatory requirement of given |
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extension or version: |
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@code |
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MAGNUM_ASSERT_EXTENSION_SUPPORTED(GL::ARB::geometry_shader4); |
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// just use geometry shader and don't care about old hardware |
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@endcode |
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Each class, function or enum value is marked accordingly if it needs specific |
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extension or specific OpenGL version. Various classes in %Magnum are taking |
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advantage of some extensions and enable faster code paths if given extension is |
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available, but also have proper fallback when it's not, for example |
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@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 out 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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