mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
222 lines
8.8 KiB
222 lines
8.8 KiB
/* |
|
This file is part of Magnum. |
|
|
|
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz> |
|
|
|
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 |
|
|
|
@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 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 |
|
|
|
Example usage: |
|
@code |
|
#ifndef MAGNUM_TARGET_GLES |
|
Mesh::setPolygonMode(Mesh::PolygonMode::Lines); |
|
// draw mesh as wireframe... |
|
#else |
|
// use different mesh, as polygon mode is not supported in OpenGL ES... |
|
#endif |
|
@endcode |
|
|
|
Each feature is marked accordingly if it is not available in some targets. See |
|
also @ref requires-gl and @ref requires-gles30. |
|
|
|
@section portability-compiler Compiler-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 fairly recent |
|
compiler with good enough support of the new standard. Currently %Magnum is |
|
written with GCC 4.7 and Clang 3.1 in mind, but support for some other |
|
compilers is also available and handled by Corrade library. See 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 GCC 4.7 will |
|
work also on Magnum compiled with support for older compilers. |
|
|
|
@section portability-extensions Extension-aware code |
|
|
|
Some functionality is depending on support of particular extension and thus |
|
the decision cannot be made at compile time. Header Extensions.h contains list |
|
of extensions, which you can pass to Context::isExtensionSupported() and |
|
decide based on that: |
|
@code |
|
if(Context::instance()->isExtensionSupported<GL::ARB::geometry_shader4>()) { |
|
// draw mesh with wireframe on top in one pass using geometry shader... |
|
} else { |
|
// draw underlying mesh... |
|
Mesh::setPolygonMode(Mesh::PolygonMode::Lines); |
|
// draw mesh as wirefreame in second pass... |
|
} |
|
@endcode |
|
|
|
You can also decide on particular OpenGL version using Context::isVersionSupported(), |
|
but remember that some features from that version might be available even if |
|
the drivers don't expose that version. |
|
|
|
On the other hand, if you don't want to write fallback code for unsupported |
|
extensions, you can use macros MAGNUM_ASSERT_EXTENSION_SUPPORTED() or |
|
MAGNUM_ASSERT_VERSION_SUPPORTED() to add mandatory requirement of given |
|
extension or version: |
|
@code |
|
MAGNUM_ASSERT_EXTENSION_SUPPORTED(GL::ARB::geometry_shader4); |
|
// just use geometry shader and don't care about old hardware |
|
@endcode |
|
|
|
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, for example |
|
@ref AbstractShaderProgram-performance-optimization "AbstractShaderProgram", |
|
@ref AbstractTexture-performance-optimization "AbstractTexture" or |
|
@ref Mesh-performance-optimization "Mesh". See also @ref required-extensions. |
|
|
|
@section portability-shaders Portable shaders |
|
|
|
%Shaders are probably the most painful thing to port. There are many issues to |
|
address - different shader syntax (`in`/`out` vs. `attribute` and `varying` |
|
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 |
|
Context::supportedVersion() to conveniently select highest supported version |
|
from a list: |
|
@code |
|
// MyShader.vert |
|
#if __VERSION__ < 130 |
|
#define in attribute |
|
#define out varying |
|
#endif |
|
|
|
in vec4 position; |
|
in vec3 normal; |
|
|
|
out vec4 transformedNormal; |
|
|
|
void main() { |
|
// ... |
|
} |
|
@endcode |
|
@code |
|
// MyShader.cpp |
|
Version version = Context::instance()->supportedVersion({Version::GL430, Version::GL330, Version::GL210}); |
|
attachShader(Shader::fromFile(version, "MyShader.vert")); |
|
@endcode |
|
|
|
All shaders in Shaders namespace support desktop OpenGL starting from version |
|
2.1 and also OpenGL ES 2.0 and 3.0. 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 entry point |
|
to the application, how to handle input events, how to create window and |
|
OpenGL context etc. Namespace Platform contains base classes for applications |
|
which are abstracting out most of it for your convenience. |
|
|
|
All the classes support limited form of static polymorphism, which means you |
|
can switch to another base class and probably don't need to change any other |
|
code. It has its limitations, though - some toolkits don't support all keys, |
|
mouse movement events etc. |
|
|
|
In most cases the entry point is classic `main()` function, but some platforms |
|
(e.g. Native Client) have different requirements. To make things easier, entry |
|
points are handled using macros, which take care of the rest. |
|
|
|
If exactly one `*Application` or `*Windowless*Application` header is included, |
|
the application class is aliased to `Platform::Application` or |
|
`Platform::WindowlessApplication` and the macro is aliased to |
|
`MAGNUM_APPLICATION_MAIN()` or `MAGNUM_WINDOWLESSAPPLICATION_MAIN()` to |
|
simplify porting. The same is with CMake code, if exactly one `*Application` or |
|
`Windowless*Application` component , the libraries and include dirs are |
|
available in `MAGNUM_APPLICATION_LIBRARIES` / `MAGNUM_WINDOWLESSAPPLICATION_LIBRARIES` |
|
and `MAGNUM_APPLICATION_INCLUDE_DIRS` / `MAGNUM_WINDOWLESSAPPLICATION_INCLUDE_DIRS` |
|
variables. |
|
|
|
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 will be in |
|
particular *Event class implementations: |
|
@code |
|
#ifndef MAGNUM_TARGET_GLES |
|
#include <Platform/Sdl2Application.h> |
|
#else |
|
#include <Platform/XEglApplication.h> |
|
#endif |
|
|
|
class MyApplication: public Platform::Application { |
|
public: |
|
MyApplication(const Arguments& arguments); |
|
|
|
protected: |
|
void viewportEvent(const Vector2i& size) override; |
|
void drawEvent() override; |
|
void keyPressEvent(KeyEvent& event) override; |
|
}; |
|
|
|
// ... |
|
|
|
MAGNUM_APPLICATION_MAIN(MyApplication) |
|
@endcode |
|
|
|
And corresponding CMake code. Note that we need to call `find_package()` twice, |
|
first to get variable `MAGNUM_TARGET_GLES` and then again to find proper |
|
application library based on its value: |
|
@code |
|
find_package(Magnum REQUIRED) |
|
|
|
if(MAGNUM_TARGET_GLES) |
|
find_package(Magnum REQUIRED Sdl2Application) |
|
else() |
|
find_package(Magnum REQUIRED XEglApplication) |
|
endif() |
|
|
|
include_directories(${MAGNUM_INCLUDE_DIRS} ${MAGNUM_APPLICATION_INCLUDE_DIRS}) |
|
|
|
add_executable(myapplication MyApplication.cpp) |
|
target_link_libraries(myapplication |
|
${MAGNUM_LIBRARIES} |
|
${MAGNUM_APPLICATION_LIBRARIES}) |
|
@endcode |
|
|
|
*/ |
|
}
|
|
|