fltk/src/Fl_Gl_Choice.cxx

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//
// "$Id$"
//
// OpenGL visual selection code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2009 by Bill Spitzak and others.
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
// USA.
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
#include <config.h>
#if HAVE_GL
# include <FL/Fl.H>
# include <FL/x.H>
# include <stdlib.h>
# include "Fl_Gl_Choice.H"
# include <FL/gl_draw.H>
# include "flstring.h"
# include <FL/fl_utf8.h>
# ifdef __APPLE__
# include <FL/Fl_Window.H>
# endif
# ifdef WIN32
void fl_save_dc(HWND, HDC);
# endif
static Fl_Gl_Choice *first;
// this assumes one of the two arguments is zero:
// We keep the list system in Win32 to stay compatible and interpret
// the list later...
Fl_Gl_Choice *Fl_Gl_Choice::find(int m, const int *alistp) {
Fl_Gl_Choice *g;
for (g = first; g; g = g->next)
if (g->mode == m && g->alist == alistp)
return g;
#if defined(USE_X11)
const int *blist;
int list[32];
if (alistp)
blist = alistp;
else {
int n = 0;
if (m & FL_INDEX) {
list[n++] = GLX_BUFFER_SIZE;
list[n++] = 8; // glut tries many sizes, but this should work...
} else {
list[n++] = GLX_RGBA;
list[n++] = GLX_GREEN_SIZE;
list[n++] = (m & FL_RGB8) ? 8 : 1;
if (m & FL_ALPHA) {
list[n++] = GLX_ALPHA_SIZE;
list[n++] = (m & FL_RGB8) ? 8 : 1;
}
if (m & FL_ACCUM) {
list[n++] = GLX_ACCUM_GREEN_SIZE;
list[n++] = 1;
if (m & FL_ALPHA) {
list[n++] = GLX_ACCUM_ALPHA_SIZE;
list[n++] = 1;
}
}
}
if (m & FL_DOUBLE) {
list[n++] = GLX_DOUBLEBUFFER;
}
if (m & FL_DEPTH) {
list[n++] = GLX_DEPTH_SIZE; list[n++] = 1;
}
if (m & FL_STENCIL) {
list[n++] = GLX_STENCIL_SIZE; list[n++] = 1;
}
if (m & FL_STEREO) {
list[n++] = GLX_STEREO;
}
# if defined(GLX_VERSION_1_1) && defined(GLX_SGIS_multisample)
if (m & FL_MULTISAMPLE) {
list[n++] = GLX_SAMPLES_SGIS;
list[n++] = 4; // value Glut uses
}
# endif
list[n] = 0;
blist = list;
}
fl_open_display();
XVisualInfo *visp = glXChooseVisual(fl_display, fl_screen, (int *)blist);
if (!visp) {
# if defined(GLX_VERSION_1_1) && defined(GLX_SGIS_multisample)
if (m&FL_MULTISAMPLE) return find(m&~FL_MULTISAMPLE,0);
# endif
return 0;
}
#elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
const int *blist;
int list[32];
if (alistp)
blist = alistp;
else {
int n = 0;
if (m & FL_INDEX) {
list[n++] = AGL_BUFFER_SIZE;
list[n++] = 8; // glut tries many sizes, but this should work...
} else {
list[n++] = AGL_RGBA;
list[n++] = AGL_GREEN_SIZE;
list[n++] = (m & FL_RGB8) ? 8 : 1;
if (m & FL_ALPHA) {
list[n++] = AGL_ALPHA_SIZE;
list[n++] = (m & FL_RGB8) ? 8 : 1;
}
if (m & FL_ACCUM) {
list[n++] = AGL_ACCUM_GREEN_SIZE;
list[n++] = 1;
if (m & FL_ALPHA) {
list[n++] = AGL_ACCUM_ALPHA_SIZE;
list[n++] = 1;
}
}
}
if (m & FL_DOUBLE) {
list[n++] = AGL_DOUBLEBUFFER;
}
if (m & FL_DEPTH) {
list[n++] = AGL_DEPTH_SIZE; list[n++] = 24;
}
if (m & FL_STENCIL) {
list[n++] = AGL_STENCIL_SIZE; list[n++] = 1;
}
# ifdef AGL_STEREO
if (m & FL_STEREO) {
list[n++] = AGL_STEREO;
}
# endif
list[n] = AGL_NONE;
blist = list;
}
fl_open_display();
AGLPixelFormat fmt = aglChoosePixelFormat(NULL, 0, (GLint*)blist);
if (!fmt) return 0;
#elif defined(WIN32)
// Replacement for ChoosePixelFormat() that finds one with an overlay
// if possible:
if (!fl_gc) fl_GetDC(0);
int pixelformat = 0;
PIXELFORMATDESCRIPTOR chosen_pfd;
for (int i = 1; ; i++) {
PIXELFORMATDESCRIPTOR pfd;
if (!DescribePixelFormat(fl_gc, i, sizeof(pfd), &pfd)) break;
// continue if it does not satisfy our requirements:
if (~pfd.dwFlags & (PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL)) continue;
if (pfd.iPixelType != ((m&FL_INDEX)?PFD_TYPE_COLORINDEX:PFD_TYPE_RGBA)) continue;
if ((m & FL_ALPHA) && !pfd.cAlphaBits) continue;
if ((m & FL_ACCUM) && !pfd.cAccumBits) continue;
if ((!(m & FL_DOUBLE)) != (!(pfd.dwFlags & PFD_DOUBLEBUFFER))) continue;
if ((!(m & FL_STEREO)) != (!(pfd.dwFlags & PFD_STEREO))) continue;
if ((m & FL_DEPTH) && !pfd.cDepthBits) continue;
if ((m & FL_STENCIL) && !pfd.cStencilBits) continue;
// see if better than the one we have already:
if (pixelformat) {
// offering non-generic rendering is better (read: hardware accelleration)
if (!(chosen_pfd.dwFlags & PFD_GENERIC_FORMAT) &&
(pfd.dwFlags & PFD_GENERIC_FORMAT)) continue;
// offering overlay is better:
else if (!(chosen_pfd.bReserved & 15) && (pfd.bReserved & 15)) {}
// otherwise more bit planes is better:
else if (chosen_pfd.cColorBits > pfd.cColorBits) continue;
else if (chosen_pfd.cDepthBits > pfd.cDepthBits) continue;
}
pixelformat = i;
chosen_pfd = pfd;
}
//printf("Chosen pixel format is %d\n", pixelformat);
if (!pixelformat) return 0;
#else
# error platform unsupported
#endif
g = new Fl_Gl_Choice;
g->mode = m;
g->alist = alistp;
g->next = first;
first = g;
#if defined(USE_X11)
g->vis = visp;
if (/*MaxCmapsOfScreen(ScreenOfDisplay(fl_display,fl_screen))==1 && */
visp->visualid == fl_visual->visualid &&
!fl_getenv("MESA_PRIVATE_CMAP"))
g->colormap = fl_colormap;
else
g->colormap = XCreateColormap(fl_display, RootWindow(fl_display,fl_screen),
visp->visual, AllocNone);
# elif defined(WIN32)
g->pixelformat = pixelformat;
g->pfd = chosen_pfd;
# elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
g->pixelformat = fmt;
# else
# error unsupported platform
# endif
return g;
}
static GLContext *context_list = 0;
static int nContext = 0, NContext = 0;
static void add_context(GLContext ctx) {
if (!ctx) return;
if (nContext==NContext) {
if (!NContext) NContext = 8;
NContext *= 2;
context_list = (GLContext*)realloc(
context_list, NContext*sizeof(GLContext));
}
context_list[nContext++] = ctx;
}
static void del_context(GLContext ctx) {
int i;
for (i=0; i<nContext; i++) {
if (context_list[i]==ctx) {
memmove(context_list+i, context_list+i+1,
(nContext-i-1) * sizeof(GLContext));
context_list[--nContext] = 0;
break;
}
}
if (!nContext) gl_remove_displaylist_fonts();
}
#if defined(USE_X11)
GLContext fl_create_gl_context(XVisualInfo* vis) {
GLContext shared_ctx = 0;
if (context_list && nContext) shared_ctx = context_list[0];
GLContext context = glXCreateContext(fl_display, vis, shared_ctx, 1);
if (context)
add_context(context);
return context;
}
#elif defined(WIN32)
GLContext fl_create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer) {
Fl_X* i = Fl_X::i(window);
HDC hdc = i->private_dc;
if (!hdc) {
hdc = i->private_dc = GetDCEx(i->xid, 0, DCX_CACHE);
fl_save_dc(i->xid, hdc);
SetPixelFormat(hdc, g->pixelformat, (PIXELFORMATDESCRIPTOR*)(&g->pfd));
# if USE_COLORMAP
if (fl_palette) SelectPalette(hdc, fl_palette, FALSE);
# endif
}
GLContext context =
layer ? wglCreateLayerContext(hdc, layer) : wglCreateContext(hdc);
if (context) {
if (context_list && nContext)
wglShareLists(context_list[0], context);
add_context(context);
}
return context;
}
# elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
GLContext fl_create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer) {
GLContext context, shared_ctx = 0;
if (context_list && nContext) shared_ctx = context_list[0];
context = aglCreateContext( g->pixelformat, shared_ctx);
if (!context) return 0;
add_context((GLContext)context);
if ( window->parent() ) {
#ifdef __APPLE_COCOA__
int H = window->window()->h();
GLint rect[] = { window->x(), H-window->h()-window->y(), window->w(), window->h() };
#else
Rect wrect;
GetWindowPortBounds( fl_xid(window), &wrect );
GLint rect[] = { window->x(), wrect.bottom-window->h()-window->y(), window->w(), window->h() };
#endif
aglSetInteger( (GLContext)context, AGL_BUFFER_RECT, rect );
aglEnable( (GLContext)context, AGL_BUFFER_RECT );
}
#if defined(__APPLE_COCOA__)
#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5
aglSetWindowRef(context, MACwindowRef(window) );
#else
aglSetDrawable( context, GetWindowPort( MACwindowRef(window) ) );
#endif
#else
aglSetDrawable( context, GetWindowPort( fl_xid(window) ) );
#endif
return (context);
}
# else
# error unsupported platform
# endif
static GLContext cached_context;
static Fl_Window* cached_window;
void fl_set_gl_context(Fl_Window* w, GLContext context) {
if (context != cached_context || w != cached_window) {
cached_context = context;
cached_window = w;
# if defined(USE_X11)
glXMakeCurrent(fl_display, fl_xid(w), context);
# elif defined(WIN32)
wglMakeCurrent(Fl_X::i(w)->private_dc, context);
# elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
if ( w->parent() ) { //: resize our GL buffer rectangle
#ifdef __APPLE_COCOA__
int H = w->window()->h();
GLint rect[] = { w->x(), H-w->h()-w->y(), w->w(), w->h() };
#else
Rect wrect;
GetWindowPortBounds( fl_xid(w), &wrect );
GLint rect[] = { w->x(), wrect.bottom-w->h()-w->y(), w->w(), w->h() };
#endif
aglSetInteger( context, AGL_BUFFER_RECT, rect );
aglEnable( context, AGL_BUFFER_RECT );
}
#if defined(__APPLE_COCOA__)
#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5
aglSetWindowRef(context, MACwindowRef(w) );
#else
aglSetDrawable( context, GetWindowPort( MACwindowRef(w) ) );
#endif
#else
aglSetDrawable( context, GetWindowPort( fl_xid(w) ) );
#endif
aglSetCurrentContext(context);
# else
# error unsupported platform
# endif
}
}
void fl_no_gl_context() {
cached_context = 0;
cached_window = 0;
# if defined(USE_X11)
glXMakeCurrent(fl_display, 0, 0);
# elif defined(WIN32)
wglMakeCurrent(0, 0);
# elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
AGLContext ctx = aglGetCurrentContext();
# if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5
if (ctx) aglSetWindowRef(ctx, NULL);
# else
if (ctx) aglSetDrawable(ctx, NULL);
# endif
aglSetCurrentContext(0);
# else
# error unsupported platform
# endif
}
void fl_delete_gl_context(GLContext context) {
if (cached_context == context) fl_no_gl_context();
# if defined(USE_X11)
glXDestroyContext(fl_display, context);
# elif defined(WIN32)
wglDeleteContext(context);
# elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
aglDestroyContext( context );
# else
# error unsupported platform
# endif
del_context(context);
}
#endif // HAVE_GL
//
// End of "$Id$".
//