fltk/src/gl_start.cxx

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