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Using OpenGL, ClanLib API overview

Abstract:

This document explains how to use OpenGL in ClanLib.

Why use ClanLib for OpenGL?

OpenGL is already a crossplatform library - most distroes even include GLUT, which removes the platform dependant initialization. Why use ClanLib then?

The answer is that ClanLib provides much more than simply its display support. You will get access to the 2D functionality, crossplatform sound, networking and a nice framework for it all.

Initializing clanGL

In order to use OpenGL in ClanLib, you will have to link against clanGL, and initialize it. You do this by calling the functions in CL_SetupGL, accordingly to the system explained in the Getting Started document:

    #include <ClanLib/application.h>
    #include <ClanLib/core.h>
    #include <ClanLib/display.h>
    #include <ClanLib/gl.h>
    
    class MyApp : public CL_ClanApplication
    {
    public:
    	virtual int main(int argc, char **argv)
    	{
    		CL_SetupCore::init();
    		CL_SetupGL::init();
    
    		// Select the display target
    		CL_SetupDisplay::init();
    
    		// Select GLX/ WGL attributes (optional)
    		CL_OpenGL::set_buffer_size(16);
    		CL_OpenGL::set_depth_size(16);
    
    		// Select the video mode
    		CL_Display::set_videomode(640, 480, 16, false);
    		
    		while (!CL_Keyboard::get_keycode(CL_KEY_ESCAPE))
    		{
    			// Do CL_Display or OpenGL calls here:
    			CL_Display::clear_display();
    
    			glBegin(GL_TRIANGLES);
    			// ...
    			glEnd();
    
    			// Show the frame:
    			CL_Display::flip_display();
    			
    			// Update input and other stuff:
    			CL_System::keep_alive();
    		}
    	
    		CL_SetupGL::deinit();
    		CL_SetupDisplay::deinit();
    		CL_SetupCore::deinit();
    
    		return 0;
    	}
    } my_app;
    

The important thing to note here is, that the OpenGL context is first created and select when a video mode is set. So do not make calls to OpenGL before that.

ClanLib 2D and OpenGL

You can use the normal 2D gfx operations that ClanLib offers together with OpenGL. Note that ClanLib uses OpenGL to emulate them, so you cannot use them between glBegin()/glEnd() calls.

If you are going to do a lot of 2D calls after each other, you should use the CL_OpenGL::begin_2d() and CL_OpenGL::end_2d() functions. Those will inform ClanLib that OpenGL won't be touched, and that it can leave OpenGL in a state suitable for 2D. If you do not call those, ClanLib will save the current state of OpenGL, and restore it again, between each 2D operation.

The CL_Texture class

ClanLib can help you with loading textures into an OpenGL texture. The class CL_Texture creates a texture handle and uses a surface provider to load the texture:

    CL_Texture *texture1 = CL_Texture::load("image", resources);
    
    CL_Texture *texture2 = CL_Texture::create(
    	new CL_TargaProvider("texture.tga", NULL),
    	true);
    

To use the texture, you will have to bind it. To do that, call CL_Texture::bind().

If the surface provider contain sub frames, each of those frames will become a texture. You will have to specify to CL_Texture::bind() which sub frame you want to use.

    texture1->bind();
    
    glBegin(GL_QUADS);
    glColor3f(1.0f, 1.0f, 1.0f);
    
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(10,10,10);
    
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(20,10,10);
    
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(20,10,20);
    
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(10,10,20);
    
    glEnd();
    

The future

At the moment, this is all ClanLib will help you with, if you're going to use OpenGL. For the rest, you will either have to do it yourself, or go hunting on the 'net for a library that can help you.



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