1998-10-06 22:46:47 +04:00
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// Code to switch current fltk drawing context in/out of GL "mode":
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// You MUST use gl_visual() to select the default visual before doing
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// show() of any windows. Mesa will crash if you try to use a visual
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// not returned by glxChooseVisual.
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// This does not work with Fl_Double_Window's! It will try to draw
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// into the front buffer. Depending on the system this will either
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// crash or do nothing (when pixmaps are being used as back buffer
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// and GL is being done by hardware), work correctly (when GL is done
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// with software, such as Mesa), or draw into the front buffer and
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// be erased when the buffers are swapped (when double buffer hardware
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// is being used)
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#include <config.h>
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#if HAVE_GL
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#include <FL/Fl.H>
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#include <FL/Fl_Window.H>
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#include <FL/x.H>
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#include <FL/fl_draw.H>
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#include "Fl_Gl_Choice.H"
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extern GLXContext fl_first_context; // in Fl_Gl_Choice.C
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extern int fl_clip_state_number; // in fl_rect.C
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static GLXContext context;
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static int clip_state_number=-1;
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static int pw, ph;
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#ifdef WIN32
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static int default_mode;
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#endif
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Region XRectangleRegion(int x, int y, int w, int h); // in fl_rect.C
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void gl_start() {
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#ifdef WIN32
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HDC hdc = fl_private_dc(Fl_Window::current(), default_mode,0);
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if (!context) {
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context = wglCreateContext(hdc);
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if (!fl_first_context) fl_first_context = context;
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else wglShareLists(fl_first_context, context);
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}
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wglMakeCurrent(hdc, context);
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#else
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if (!context) {
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context = glXCreateContext(fl_display, fl_visual, fl_first_context, 1);
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if (!context) Fl::fatal("OpenGL does not support this visual");
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if (!fl_first_context) fl_first_context = context;
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}
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glXMakeCurrent(fl_display, fl_window, context);
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glXWaitX();
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#endif
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if (pw != Fl_Window::current()->w() || ph != Fl_Window::current()->h()) {
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pw = Fl_Window::current()->w();
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ph = Fl_Window::current()->h();
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glLoadIdentity();
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glViewport(0, 0, pw, ph);
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glOrtho(0, pw, 0, ph, -1, 1);
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glDrawBuffer(GL_FRONT);
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}
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if (clip_state_number != fl_clip_state_number) {
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clip_state_number = fl_clip_state_number;
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int x, y, w, h;
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if (fl_clip_box(0, 0, Fl_Window::current()->w(), Fl_Window::current()->h(),
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x, y, w, h)) {
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fl_clip_region(XRectangleRegion(x,y,w,h));
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glScissor(x, Fl_Window::current()->h()-(y+h), w, h);
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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}
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void gl_finish() {
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#ifdef WIN32
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glFlush();
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#else
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glXWaitGL();
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#endif
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}
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int Fl::gl_visual(int mode, int *alist) {
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#ifdef WIN32
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default_mode = mode;
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#else
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Fl_Gl_Choice *c = Fl_Gl_Choice::find(mode,alist);
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if (!c) return 0;
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fl_visual = c->vis;
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fl_colormap = c->colormap;
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#endif
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return 1;
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}
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#endif
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