The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
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  1. /*
  2. ==============================================================================
  3. This file is part of the JUCE library.
  4. Copyright (c) 2022 - Raw Material Software Limited
  5. JUCE is an open source library subject to commercial or open-source
  6. licensing.
  7. By using JUCE, you agree to the terms of both the JUCE 7 End-User License
  8. Agreement and JUCE Privacy Policy.
  9. End User License Agreement: www.juce.com/juce-7-licence
  10. Privacy Policy: www.juce.com/juce-privacy-policy
  11. Or: You may also use this code under the terms of the GPL v3 (see
  12. www.gnu.org/licenses).
  13. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
  14. EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
  15. DISCLAIMED.
  16. ==============================================================================
  17. */
  18. namespace juce
  19. {
  20. //==============================================================================
  21. /**
  22. Represents the various properties of an OpenGL pixel format.
  23. @see OpenGLContext::setPixelFormat
  24. @tags{OpenGL}
  25. */
  26. class JUCE_API OpenGLPixelFormat
  27. {
  28. public:
  29. //==============================================================================
  30. /** Creates an OpenGLPixelFormat.
  31. The default constructor just initialises the object as a simple 8-bit
  32. RGBA format.
  33. */
  34. OpenGLPixelFormat (int bitsPerRGBComponent = 8,
  35. int alphaBits = 8,
  36. int depthBufferBits = 16,
  37. int stencilBufferBits = 0) noexcept;
  38. bool operator== (const OpenGLPixelFormat&) const noexcept;
  39. bool operator!= (const OpenGLPixelFormat&) const noexcept;
  40. //==============================================================================
  41. int redBits; /**< The number of bits per pixel to use for the red channel. */
  42. int greenBits; /**< The number of bits per pixel to use for the green channel. */
  43. int blueBits; /**< The number of bits per pixel to use for the blue channel. */
  44. int alphaBits; /**< The number of bits per pixel to use for the alpha channel. */
  45. int depthBufferBits; /**< The number of bits per pixel to use for a depth buffer. */
  46. int stencilBufferBits; /**< The number of bits per pixel to use for a stencil buffer. */
  47. int accumulationBufferRedBits; /**< The number of bits per pixel to use for an accumulation buffer's red channel. */
  48. int accumulationBufferGreenBits; /**< The number of bits per pixel to use for an accumulation buffer's green channel. */
  49. int accumulationBufferBlueBits; /**< The number of bits per pixel to use for an accumulation buffer's blue channel. */
  50. int accumulationBufferAlphaBits; /**< The number of bits per pixel to use for an accumulation buffer's alpha channel. */
  51. uint8 multisamplingLevel; /**< The number of samples to use for full-scene multisampled anti-aliasing (if available). */
  52. };
  53. } // namespace juce