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) 2017 - ROLI Ltd.
  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 5 End-User License
  8. Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
  9. 27th April 2017).
  10. End User License Agreement: www.juce.com/juce-5-licence
  11. Privacy Policy: www.juce.com/juce-5-privacy-policy
  12. Or: You may also use this code under the terms of the GPL v3 (see
  13. www.gnu.org/licenses).
  14. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
  15. EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
  16. DISCLAIMED.
  17. ==============================================================================
  18. */
  19. #pragma once
  20. //==============================================================================
  21. /**
  22. Represents the various properties of an OpenGL pixel format.
  23. @see OpenGLContext::setPixelFormat
  24. */
  25. class JUCE_API OpenGLPixelFormat
  26. {
  27. public:
  28. //==============================================================================
  29. /** Creates an OpenGLPixelFormat.
  30. The default constructor just initialises the object as a simple 8-bit
  31. RGBA format.
  32. */
  33. OpenGLPixelFormat (int bitsPerRGBComponent = 8,
  34. int alphaBits = 8,
  35. int depthBufferBits = 16,
  36. int stencilBufferBits = 0) noexcept;
  37. bool operator== (const OpenGLPixelFormat&) const noexcept;
  38. bool operator!= (const OpenGLPixelFormat&) const noexcept;
  39. //==============================================================================
  40. int redBits; /**< The number of bits per pixel to use for the red channel. */
  41. int greenBits; /**< The number of bits per pixel to use for the green channel. */
  42. int blueBits; /**< The number of bits per pixel to use for the blue channel. */
  43. int alphaBits; /**< The number of bits per pixel to use for the alpha channel. */
  44. int depthBufferBits; /**< The number of bits per pixel to use for a depth buffer. */
  45. int stencilBufferBits; /**< The number of bits per pixel to use for a stencil buffer. */
  46. int accumulationBufferRedBits; /**< The number of bits per pixel to use for an accumulation buffer's red channel. */
  47. int accumulationBufferGreenBits; /**< The number of bits per pixel to use for an accumulation buffer's green channel. */
  48. int accumulationBufferBlueBits; /**< The number of bits per pixel to use for an accumulation buffer's blue channel. */
  49. int accumulationBufferAlphaBits; /**< The number of bits per pixel to use for an accumulation buffer's alpha channel. */
  50. uint8 multisamplingLevel; /**< The number of samples to use for full-scene multisampled anti-aliasing (if available). */
  51. };