Variable: GLArea
constGLArea:"GLArea"
Defined in: react/src/generated/jsx.ts:12745
Allows drawing with OpenGL.
GtkGLArea sets up its own [class@Gdk.GLContext], and creates a custom
GL framebuffer that the widget will do GL rendering onto. It also ensures
that this framebuffer is the default GL rendering target when rendering.
The completed rendering is integrated into the larger GTK scene graph as
a texture.
In order to draw, you have to connect to the [signal@Gtk.GLArea::render]
signal, or subclass GtkGLArea and override the GtkGLAreaClass.render
virtual function.
The GtkGLArea widget ensures that the GdkGLContext is associated with
the widget's drawing area, and it is kept updated when the size and
position of the drawing area changes.
Drawing with GtkGLArea
The simplest way to draw using OpenGL commands in a GtkGLArea is to
create a widget instance and connect to the [signal@Gtk.GLArea::render] signal:
The render() function will be called when the GtkGLArea is ready
for you to draw its content:
The initial contents of the framebuffer are transparent.
static gboolean
render (GtkGLArea *area, GdkGLContext *context)
{
// inside this function it's safe to use GL; the given
// GdkGLContext has been made current to the drawable
// surface used by the `GtkGLArea` and the viewport has
// already been set to be the size of the allocation
// we can start by clearing the buffer
glClearColor (0, 0, 0, 0);
glClear (GL_COLOR_BUFFER_BIT);
// record the active framebuffer ID, so we can return to it
// with `glBindFramebuffer (GL_FRAMEBUFFER, screen_fb)` should
// we, for instance, intend on utilizing the results of an
// intermediate render texture pass
GLuint screen_fb = 0;
glGetIntegerv (GL_FRAMEBUFFER_BINDING, &screen_fb);
// draw your object
// draw_an_object ();
// we completed our drawing; the draw commands will be
// flushed at the end of the signal emission chain, and
// the buffers will be drawn on the window
return TRUE;
}
void setup_glarea (void)
{
// create a GtkGLArea instance
GtkWidget *gl_area = gtk_gl_area_new ();
// connect to the "render" signal
g_signal_connect (gl_area, "render", G_CALLBACK (render), NULL);
}
If you need to initialize OpenGL state, e.g. buffer objects or
shaders, you should use the [signal@Gtk.Widget::realize] signal;
you can use the [signal@Gtk.Widget::unrealize] signal to clean up.
Since the GdkGLContext creation and initialization may fail, you
will need to check for errors, using [method@Gtk.GLArea.get_error].
An example of how to safely initialize the GL state is:
static void
on_realize (GtkGLArea *area)
{
// We need to make the context current if we want to
// call GL API
gtk_gl_area_make_current (area);
// If there were errors during the initialization or
// when trying to make the context current, this
// function will return a GError for you to catch
if (gtk_gl_area_get_error (area) != NULL)
return;
// You can also use gtk_gl_area_set_error() in order
// to show eventual initialization errors on the
// GtkGLArea widget itself
GError *internal_error = NULL;
init_buffer_objects (&error);
if (error != NULL)
{
gtk_gl_area_set_error (area, error);
g_error_free (error);
return;
}
init_shaders (&error);
if (error != NULL)
{
gtk_gl_area_set_error (area, error);
g_error_free (error);
return;
}
}
If you need to change the options for creating the GdkGLContext
you should use the [signal@Gtk.GLArea::create-context] signal.