/**

 \page  opengl Using OpenGL

This chapter discusses using FLTK for your OpenGL applications.

\section opengl_using Using OpenGL in FLTK

The easiest way to make an OpenGL display is to subclass
Fl_Gl_Window.
Your subclass must implement a \p draw() method which uses
OpenGL calls to draw the display. Your main program should call
\p redraw() when the display needs to change, and
(somewhat later) FLTK will call \p draw().

With a bit of care you can also use OpenGL to draw into
normal FLTK windows (see \ref opengl_normal below). This allows you to use Gouraud shading for
drawing your widgets.  To do this you use the
\ref opengl_gl_start "gl_start()" and
\ref opengl_gl_finish "gl_finish()"
functions around your OpenGL code.

You must include FLTK's \p <FL/gl.h> header file. It will include
the file \p <GL/gl.h> (on macOS: \p <OpenGL/gl.h>), define
some extra drawing functions provided by FLTK, and include the
\p <windows.h> header file needed by Windows applications.

Some simple coding rules (see \ref opengl_highdpi) allow to write
cross-platform code that will support OpenGL run on HighDPI displays
(including the 'retina' displays of Apple hardware).

\section opengl_subclass Making a Subclass of Fl_Gl_Window

To make a subclass of Fl_Gl_Window, you must provide:

\li A class definition.
\li A \p draw() method.
\li A \p handle() method if you need to receive input from the user.

If your subclass provides static controls in the window, they
must be redrawn whenever the \p FL_DAMAGE_ALL bit is set
in the value returned by \p damage(). For double-buffered
windows you will need to surround the drawing code with the
following code to make sure that both buffers are redrawn:

\code
#ifndef MESA
glDrawBuffer(GL_FRONT_AND_BACK);
#endif // !MESA
... draw stuff here ...
#ifndef MESA
glDrawBuffer(GL_BACK);
#endif // !MESA
\endcode

<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
<TR>
        <TD><B>Note:</B>

        If you are using the Mesa graphics library, the call
        to \p glDrawBuffer() is not required and will slow
        down drawing considerably. The preprocessor instructions
        shown above will optimize your code based upon the
        graphics library used.

        </TD>

</TR>
</TABLE></CENTER>

\subsection opengl_defining Defining the Subclass

To define the subclass you just subclass the Fl_Gl_Window class:

\code
class MyWindow : public Fl_Gl_Window {
  void draw();
  int handle(int);

public:
  MyWindow(int X, int Y, int W, int H, const char *L)
    : Fl_Gl_Window(X, Y, W, H, L) {}
};
\endcode

The \p draw() and \p handle() methods are
described below. Like any widget, you can include additional
private and public data in your class (such as scene graph
information, etc.)

\subsection opengl_draw The draw() Method

The \p draw() method is where you actually do your OpenGL drawing:

\code
void MyWindow::draw() {
  if (!valid()) {
    ... set up projection, viewport, etc ...
    ... window size is in w() and h().
    ... valid() is turned on by FLTK after draw() returns
  }
  ... draw ...
}
\endcode

\subsection opengl_handle The handle() Method

The \p handle() method handles mouse and keyboard
events for the window:

\code
int MyWindow::handle(int event) {
  switch(event) {
  case FL_PUSH:
    ... mouse down event ...
    ... position in Fl::event_x() and Fl::event_y()
    return 1;
  case FL_DRAG:
    ... mouse moved while down event ...
    return 1;
  case FL_RELEASE:
    ... mouse up event ...
    return 1;
  case FL_FOCUS :
  case FL_UNFOCUS :
    ... Return 1 if you want keyboard events, 0 otherwise
    return 1;
  case FL_KEYBOARD:
    ... keypress, key is in Fl::event_key(), ascii in Fl::event_text()
    ... Return 1 if you understand/use the keyboard event, 0 otherwise...
    return 1;
  case FL_SHORTCUT:
    ... shortcut, key is in Fl::event_key(), ascii in Fl::event_text()
    ... Return 1 if you understand/use the shortcut event, 0 otherwise...
    return 1;
  default:
    // pass other events to the base class...
    return Fl_Gl_Window::handle(event);
  }
}
\endcode

When \p handle() is called, the OpenGL context is not
set up! If your display changes, you should call
\p redraw() and let \p draw() do the work. Don't
call any OpenGL drawing functions from inside \p handle()!

You can call \e some OpenGL stuff like hit detection and texture
loading functions by doing:

\code
  case FL_PUSH:
    make_current();     // make OpenGL context current
    if (!valid()) {

      ... set up projection exactly the same as draw ...

      valid(1);         // stop it from doing this next time
    }
    ... ok to call NON-DRAWING OpenGL code here, such as hit
    detection, loading textures, etc...
\endcode

Your main program can now create one of your windows by doing
<tt>new MyWindow(...)</tt>.

You can also use your new window class in
\ref fluid "FLUID"
by:

-# Putting your class definition in a \p MyWindow.H file.
-# Creating a Fl_Box widget in FLUID.
-# In the widget panel fill in the "class" field with \p MyWindow.
   This will make FLUID produce constructors for your new class.
-# In the "Extra Code" field put <tt>\#include "MyWindow.H"</tt>,
   so that the FLUID output file will compile.

You must put <tt>glwindow->show()</tt> in your main code
after calling \p show() on the window containing the
OpenGL window.

\section opengl_highdpi  OpenGL and support of HighDPI displays

HighDPI displays (including the so-called 'retina' displays of Apple
hardware) are supported by FLTK in such a way that 1 unit of an FLTK
quantity (say, the value given by Fl_Gl_Window::w()) corresponds to more
than 1 pixel on the display. Conversely, when a program specifies the width and height of the
OpenGL viewport, it is necessary to use an API that returns quantities expressed in pixels.
That can be done as follows:
\code
  Fl_Gl_Window *glw = ...;
  glViewport(0, 0, glw->pixel_w(), glw->pixel_h());
\endcode
which makes use of the Fl_Gl_Window::pixel_w() and Fl_Gl_Window::pixel_h() methods giving
the size in pixels of an Fl_Gl_Window that is potentially mapped to a HighDPI display.
Method Fl_Gl_Window::pixels_per_unit() can also be useful in this context.
\note A further coding rule is necessary to properly support retina displays
and OpenGL under macOS (see \ref osissues_retina)

\section opengl_normal Using OpenGL in Normal FLTK Windows

\note Drawing both with OpenGL and Quartz in a normal FLTK window is not possible
with the macOS platform. This technique is therefore not useful under macOS because
it permits nothing more than what is possible with class Fl_Gl_Window.

You can put OpenGL code into the \p draw() method, as described in
\ref subclassing_drawing
in the previous chapter, or into the code for a
\ref common_boxtypes "boxtype"
or other places with some care.

Most importantly, before you show \e any windows,
including those that don't have OpenGL drawing, you <B>must</B>
initialize FLTK so that it knows it is going to use OpenGL. You
may use any of the symbols described for \p Fl_Gl_Window::mode()
to describe how you intend to use OpenGL:

\code
Fl::gl_visual(FL_RGB);
\endcode

\anchor opengl_gl_start
\anchor opengl_gl_finish
You can then put OpenGL drawing code anywhere you can draw
normally by surrounding it with
gl_start() and gl_finish() to set up, and later release, an OpenGL
context with an orthographic projection so that 0,0 is the
lower-left corner of the window and each pixel is one unit. The
current clipping is reproduced with OpenGL \p glScissor()
commands. These functions also synchronize the OpenGL graphics stream
with the drawing done by other X, Windows, or FLTK functions.

\code
gl_start();
... put your OpenGL code here ...
gl_finish();
\endcode

The same context is reused each time. If your code changes
the projection transformation or anything else you should use
\p glPushMatrix() and \p glPopMatrix() functions to
put the state back before calling \p gl_finish().

You may want to use <tt>Fl_Window::current()-\>h()</tt> to
get the drawable height so that you can flip the Y
coordinates.

Unfortunately, there are a bunch of limitations you must
adhere to for maximum portability:

\li You must choose a default visual with Fl::gl_visual().

\li You cannot pass \p FL_DOUBLE to Fl::gl_visual().

\li You cannot use Fl_Double_Window or Fl_Overlay_Window.

Do \e not call \p gl_start() or
\p gl_finish() when drawing into an Fl_Gl_Window !

\section opengl_drawing OpenGL Drawing Functions

FLTK provides some useful OpenGL drawing functions. They can
be freely mixed with any OpenGL calls, and are defined by
including \p <FL/gl.h> which you should include
instead of the OpenGL header \p <GL/gl.h>.

void gl_color(Fl_Color)

\par
Sets the current OpenGL color to a FLTK color. <I>For
color-index modes it will use \p fl_xpixel(c), which is
only right if this window uses the default colormap!</I>

void gl_rect(int x, int y, int w, int h) <br>
void gl_rectf(int x, int y, int w, int h)

\par
Outlines or fills a rectangle with the current color. If
Fl_Gl_Window::ortho() has been called, then the rectangle will exactly
fill the pixel rectangle passed.

void gl_font(Fl_Font fontid, int size)

\par
Sets the current OpenGL font to the same font you get by calling
\ref drawing_fonts "fl_font()".

int gl_height() <br>
int gl_descent() <br>
float gl_width(const char *s) <br>
float gl_width(const char *s, int n) <br>
float gl_width(uchar c)

\par
Returns information about the current OpenGL font.

void gl_draw(const char *s) <br>
void gl_draw(const char *s, int n)

\par
Draws a nul-terminated string or an array of \p n
characters in the current OpenGL font at the current raster
position.

void gl_draw(const char *s, int x, int y) <br>
void gl_draw(const char *s, int n, int x, int y) <br>
void gl_draw(const char *s, float x, float y) <br>
void gl_draw(const char *s, int n, float x, float y)

\par
Draws a nul-terminated string or an array of \p n
characters in the current OpenGL font at the given position.

void gl_draw(const char *s, int x, int y, int w, int h, Fl_Align)

\par
Draws a string formatted into a box, with newlines and tabs
expanded, other control characters changed to ^X, and aligned
with the edges or center. Exactly the same output as
\ref drawing_text "fl_draw()".

\section opengl_speed Speeding up OpenGL

Performance of Fl_Gl_Window may be improved on some types of
OpenGL implementations, in particular MESA and other software
emulators, by setting the \p GL_SWAP_TYPE environment
variable. This variable declares what is in the backbuffer after
you do a swapbuffers.

\li <tt>setenv GL_SWAP_TYPE COPY</tt> <br>
    <br>
    This indicates that the back buffer is copied to the
    front buffer, and still contains its old data. This is
    true of many hardware implementations.  Setting this
    will speed up emulation of overlays, and widgets that
    can do partial update can take advantage of this as
    \p damage() will not be cleared to -1.

\li <tt>setenv GL_SWAP_TYPE NODAMAGE</tt> <br>
    <br>
    This indicates that nothing changes the back buffer
    except drawing into it.  This is true of MESA and Win32
    software emulation and perhaps some hardware emulation
    on systems with lots of memory.

\li All other values for \p GL_SWAP_TYPE, and not
    setting the variable, cause FLTK to assume that the
    back buffer must be completely redrawn after a swap.

This is easily tested by running the \ref examples_gl_overlay demo
program and seeing if the display is correct when you drag
another window over it or if you drag the window off the screen
and back on. You have to exit and run the program again for it
to see any changes to the environment variable.

\section opengl_optimizer Using OpenGL Optimizer with FLTK

<A href="http://www.sgi.com/software/optimizer">OpenGL Optimizer</A>
is a scene graph toolkit for OpenGL available from
Silicon Graphics for IRIX and Microsoft Windows. It allows you
to view large scenes without writing a lot of OpenGL code.

\par OptimizerWindow Class Definition

\par
To use
<A href="http://www.sgi.com/software/optimizer">OpenGL Optimizer</A>
with FLTK you'll need to create a
subclass of Fl_Gl_Widget that includes several state
variables:

\code
class OptimizerWindow : public Fl_Gl_Window {
  csContext *context_; // Initialized to 0 and set by draw()...
  csDrawAction *draw_action_; // Draw action...
  csGroup *scene_; // Scene to draw...
  csCamara *camera_; // Viewport for scene...

  void draw();

public:
  OptimizerWindow(int X, int Y, int W, int H, const char *L)
    : Fl_Gl_Window(X, Y, W, H, L) {
      context_ = (csContext *)0;
      draw_action_ = (csDrawAction *)0;
      scene_ = (csGroup *)0;
      camera_ = (csCamera *)0;
    }

  void scene(csGroup *g) { scene_ = g; redraw(); }

  void camera(csCamera *c) {
    camera_ = c;
    if (context_) {
      draw_action_->setCamera(camera_);
      camera_->draw(draw_action_);
      redraw();
    }
  }
};
\endcode

\par The camera() Method

\par
The \p camera() method sets the camera (projection and
viewpoint) to use when drawing the scene. The scene is redrawn after
this call.

\par The draw() Method

\par
The \p draw() method performs the needed initialization and does
the actual drawing:

\code
void OptimizerWindow::draw() {
  if (!context_) {
    // This is the first time we've been asked to draw; create the
    // Optimizer context for the scene...

#ifdef _WIN32
    context_ = new csContext((HDC)fl_getHDC());
    context_->ref();
    context_->makeCurrent((HDC)fl_getHDC());
#else
    context_ = new csContext(fl_display, fl_visual);
    context_->ref();
    context_->makeCurrent(fl_display, fl_window);
#endif // _WIN32

    ... perform other context setup as desired ...

    // Then create the draw action to handle drawing things...

    draw_action_ = new csDrawAction;
    if (camera_) {
      draw_action_->setCamera(camera_);
      camera_->draw(draw_action_);
    }
  } else {
#ifdef _WIN32
    context_->makeCurrent((HDC)fl_getHDC());
#else
    context_->makeCurrent(fl_display, fl_window);
#endif // _WIN32
  }

  if (!valid()) {
    // Update the viewport for this context...
    context_->setViewport(0, 0, w(), h());
  }

  // Clear the window...
  context_->clear(csContext::COLOR_CLEAR | csContext::DEPTH_CLEAR,
                  0.0f,         // Red
                  0.0f,         // Green
                  0.0f,         // Blue
                  1.0f);        // Alpha

  // Then draw the scene (if any)...
  if (scene_)
    draw_action_->apply(scene_);
}
\endcode

\par The scene() Method

\par
The \p scene() method sets the scene to be drawn.  The scene is
a collection of 3D objects in a \p csGroup.  The scene is redrawn
after this call.

\section opengl3 Using OpenGL 3.0 (or higher versions)

The examples subdirectory contains OpenGL3test.cxx, a toy program
showing how to use OpenGL 3.0 (or higher versions) with FLTK in a cross-platform fashion.
It contains also OpenGL3-glut-test.cxx which shows how to use FLTK's GLUT compatibility
and OpenGL 3.

To access OpenGL 3.0 (or higher versions), use the <tt>FL_OPENGL3</tt> flag
when calling Fl_Gl_Window::mode(int a) or glutInitDisplayMode().

<b>On the Windows and Unix/Linux platforms</b>, FLTK creates contexts
implementing the highest OpenGL version supported by the hardware.
Such contexts may also be compatible with lower OpenGL versions.
Access to functions from OpenGL
versions above 1.1 requires to load function pointers at runtime on these platforms.
FLTK recommends to use the GLEW library to perform this. It is therefore
necessary to install the GLEW library (see below).

<b>On the macOS platform</b>, MacOS 10.7 or above is required;
GLEW is possible but not necessary. FLTK creates contexts for OpenGL
versions 1 and 2 without the FL_OPENGL3
flag and for OpenGL versions 3.2 and above with it.

\par GLEW installation (Unix/Linux and Windows platforms)
GLEW is available as a package for most Linux distributions and in source
form at http://glew.sourceforge.net/.
For the Windows platform, a Visual Studio static library (glew32.lib) can
be downloaded from the same web site; a MinGW-style static library (libglew32.a)
can be built from source with the make command.

\par  Source-level changes for OpenGL 3:
\li Put this in all OpenGL-using source files (instead of \#include <FL/gl.h>,
and before \#include <FL/glut.h> if you use GLUT):
\code
#if defined(__APPLE__)
#  include <OpenGL/gl3.h> // defines OpenGL 3.0+ functions
#else
#  if defined(_WIN32)
#    define GLEW_STATIC 1
#  endif
#  include <GL/glew.h>
#endif
\endcode
\li Add the <tt>FL_OPENGL3</tt> flag when calling Fl_Gl_Window::mode(int a)
or glutInitDisplayMode().
\li Put this in the <tt>handle(int event)</tt> member function of the first
to be created among your Fl_Gl_Window-derived classes:
\code
#ifndef __APPLE__
    static int first = 1;
    if (first && event == FL_SHOW && shown()) {
      first = 0;
      make_current();
      glewInit(); // defines pters to functions of OpenGL V 1.2 and above
    }
#endif
\endcode
\li Alternatively, if you use GLUT, put
\code
#ifndef __APPLE__
  glewInit(); // defines pters to functions of OpenGL V 1.2 and above
#endif
\endcode
after the first glutCreateWindow() call.

If GLEW is installed on the Mac OS development platform, it is possible
to use the same code for all platforms, with one exception: put
\code
#ifdef __APPLE__
glewExperimental = GL_TRUE;
#endif
\endcode
before the glewInit() call.

\par Changes in the build process
Link with libGLEW.so (on Unix/Linux), libglew32.a (with MinGW) or glew32.lib
(with MS Visual Studio); no change is needed on the Mac OS platform.

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*/
