SetBackgroundStyle(wxBG_STYLE_CUSTOM);
}
-void wxGLCanvasBase::SetCurrent(const wxGLContext& context) const
+bool wxGLCanvasBase::SetCurrent(const wxGLContext& context) const
{
// although on MSW it works even if the window is still hidden, it doesn't
// work in other ports (notably X11-based ones) and documentation mentions
// that SetCurrent() can only be called for a shown window, so check for it
- wxASSERT_MSG( IsShownOnScreen(), _T("can't make hidden GL canvas current") );
+ wxASSERT_MSG( IsShownOnScreen(), wxT("can't make hidden GL canvas current") );
- context.SetCurrent(*wx_static_cast(const wxGLCanvas *, this));
+
+ return context.SetCurrent(*static_cast<const wxGLCanvas *>(this));
}
bool wxGLCanvasBase::SetColour(const wxString& colour)
{
wxColour col = wxTheColourDatabase->Find(colour);
- if ( !col.Ok() )
+ if ( !col.IsOk() )
return false;
+#ifdef wxHAS_OPENGL_ES
+ wxGLAPI::glColor3f((GLfloat) (col.Red() / 256.), (GLfloat) (col.Green() / 256.),
+ (GLfloat) (col.Blue() / 256.));
+#else
GLboolean isRGBA;
glGetBooleanv(GL_RGBA_MODE, &isRGBA);
if ( isRGBA )
{
- glColor3f(col.Red() / 256., col.Green() / 256., col.Blue() / 256.);
+ glColor3f((GLfloat) (col.Red() / 256.), (GLfloat) (col.Green() / 256.),
+ (GLfloat) (col.Blue() / 256.));
}
else // indexed colour
{
glIndexi(pix);
}
-
+#endif
return true;
}
#endif // WXWIN_COMPATIBILITY_2_8
+/* static */
+bool wxGLCanvasBase::IsExtensionInList(const char *list, const char *extension)
+{
+ if ( !list )
+ return false;
+
+ for ( const char *p = list; *p; p++ )
+ {
+ // advance up to the next possible match
+ p = wxStrstr(p, extension);
+ if ( !p )
+ break;
+
+ // check that the extension appears at the beginning/ending of the list
+ // or is preceded/followed by a space to avoid mistakenly finding
+ // "glExtension" in a list containing some "glFunkyglExtension"
+ if ( (p == list || p[-1] == ' ') )
+ {
+ char c = p[strlen(extension)];
+ if ( c == '\0' || c == ' ' )
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// ============================================================================
+// compatibility layer for OpenGL 3 and OpenGL ES
+// ============================================================================
+
+static wxGLAPI s_glAPI;
+
+#if wxUSE_OPENGL_EMULATION
+
+#include "wx/vector.h"
+
+static GLenum s_mode;
+
+static GLfloat s_currentTexCoord[2];
+static GLfloat s_currentColor[4];
+static GLfloat s_currentNormal[3];
+
+// TODO move this into a different construct with locality for all attributes
+// of a vertex
+
+static wxVector<GLfloat> s_texCoords;
+static wxVector<GLfloat> s_vertices;
+static wxVector<GLfloat> s_normals;
+static wxVector<GLfloat> s_colors;
+
+static bool s_texCoordsUsed;
+static bool s_colorsUsed;
+static bool s_normalsUsed;
+
+bool SetState( int flag, bool desired )
+{
+ bool former = glIsEnabled( flag );
+ if ( former != desired )
+ {
+ if ( desired )
+ glEnableClientState(flag);
+ else
+ glDisableClientState(flag);
+ }
+ return former;
+}
+
+void RestoreState( int flag, bool desired )
+{
+ if ( desired )
+ glEnableClientState(flag);
+ else
+ glDisableClientState(flag);
+}
+#endif
+
+wxGLAPI::wxGLAPI()
+{
+#if wxUSE_OPENGL_EMULATION
+ s_mode = 0xFF;
+#endif
+}
+
+wxGLAPI::~wxGLAPI()
+{
+}
+
+void wxGLAPI::glFrustum(GLfloat left, GLfloat right, GLfloat bottom,
+ GLfloat top, GLfloat zNear, GLfloat zFar)
+{
+#if wxUSE_OPENGL_EMULATION
+ ::glFrustumf(left, right, bottom, top, zNear, zFar);
+#else
+ ::glFrustum(left, right, bottom, top, zNear, zFar);
+#endif
+}
+
+void wxGLAPI::glBegin(GLenum mode)
+{
+#if wxUSE_OPENGL_EMULATION
+ if ( s_mode != 0xFF )
+ {
+ wxFAIL_MSG("nested glBegin");
+ }
+
+ s_mode = mode;
+ s_texCoordsUsed = false;
+ s_colorsUsed = false;
+ s_normalsUsed = false;
+
+ s_texCoords.clear();
+ s_normals.clear();
+ s_colors.clear();
+ s_vertices.clear();
+#else
+ ::glBegin(mode);
+#endif
+}
+
+void wxGLAPI::glTexCoord2f(GLfloat s, GLfloat t)
+{
+#if wxUSE_OPENGL_EMULATION
+ if ( s_mode == 0xFF )
+ {
+ wxFAIL_MSG("glTexCoord2f called outside glBegin/glEnd");
+ }
+
+ else
+ {
+ s_texCoordsUsed = true;
+ s_currentTexCoord[0] = s;
+ s_currentTexCoord[1] = t;
+ }
+#else
+ ::glTexCoord2f(s,t);
+#endif
+}
+
+void wxGLAPI::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
+{
+#if wxUSE_OPENGL_EMULATION
+ if ( s_mode == 0xFF )
+ {
+ wxFAIL_MSG("glVertex3f called outside glBegin/glEnd");
+ }
+ else
+ {
+ s_texCoords.push_back(s_currentTexCoord[0]);
+ s_texCoords.push_back(s_currentTexCoord[1]);
+
+ s_normals.push_back(s_currentNormal[0]);
+ s_normals.push_back(s_currentNormal[1]);
+ s_normals.push_back(s_currentNormal[2]);
+
+ s_colors.push_back(s_currentColor[0]);
+ s_colors.push_back(s_currentColor[1]);
+ s_colors.push_back(s_currentColor[2]);
+ s_colors.push_back(s_currentColor[3]);
+
+ s_vertices.push_back(x);
+ s_vertices.push_back(y);
+ s_vertices.push_back(z);
+ }
+#else
+ ::glVertex3f(x,y,z);
+#endif
+}
+
+void wxGLAPI::glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
+{
+#if wxUSE_OPENGL_EMULATION
+ if ( s_mode == 0xFF )
+ ::glNormal3f(nx,ny,nz);
+ else
+ {
+ s_normalsUsed = true;
+ s_currentNormal[0] = nx;
+ s_currentNormal[1] = ny;
+ s_currentNormal[2] = nz;
+ }
+#else
+ ::glNormal3f(nx,ny,nz);
+#endif
+}
+
+void wxGLAPI::glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
+{
+#if wxUSE_OPENGL_EMULATION
+ if ( s_mode == 0xFF )
+ ::glColor4f(r,g,b,a);
+ else
+ {
+ s_colorsUsed = true;
+ s_currentColor[0] = r;
+ s_currentColor[1] = g;
+ s_currentColor[2] = b;
+ s_currentColor[3] = a;
+ }
+#else
+ ::glColor4f(r,g,b,a);
+#endif
+}
+
+void wxGLAPI::glColor3f(GLfloat r, GLfloat g, GLfloat b)
+{
+#if wxUSE_OPENGL_EMULATION
+ glColor4f(r,g,b,1.0);
+#else
+ ::glColor3f(r,g,b);
+#endif
+}
+
+void wxGLAPI::glEnd()
+{
+#if wxUSE_OPENGL_EMULATION
+ bool formerColors = SetState( GL_COLOR_ARRAY, s_colorsUsed );
+ bool formerNormals = SetState( GL_NORMAL_ARRAY, s_normalsUsed );
+ bool formerTexCoords = SetState( GL_TEXTURE_COORD_ARRAY, s_texCoordsUsed );
+ bool formerVertex = glIsEnabled(GL_VERTEX_ARRAY);
+
+ if( !formerVertex )
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ if ( s_colorsUsed )
+ glColorPointer( 4, GL_FLOAT, 0, &s_colors[0] );
+
+ if ( s_normalsUsed )
+ glNormalPointer( GL_FLOAT, 0, &s_normals[0] );
+
+ if ( s_texCoordsUsed )
+ glTexCoordPointer( 2, GL_FLOAT, 0, &s_texCoords[0] );
+
+ glVertexPointer(3, GL_FLOAT, 0, &s_vertices[0]);
+ glDrawArrays( s_mode, 0, s_vertices.size() / 3 );
+
+ if ( s_colorsUsed != formerColors )
+ RestoreState( GL_COLOR_ARRAY, formerColors );
+
+ if ( s_normalsUsed != formerNormals )
+ RestoreState( GL_NORMAL_ARRAY, formerColors );
+
+ if ( s_texCoordsUsed != formerTexCoords )
+ RestoreState( GL_TEXTURE_COORD_ARRAY, formerColors );
+
+ if( !formerVertex )
+ glDisableClientState(GL_VERTEX_ARRAY);
+
+ s_mode = 0xFF;
+#else
+ ::glEnd();
+#endif
+}
+
#endif // wxUSE_GLCANVAS