Create classes Fl_XXX_Gl_Window_Driver according to driver model.

This commit is contained in:
ManoloFLTK 2021-02-16 09:29:13 +01:00
parent 1f55bfe65c
commit 1adaa3def2
28 changed files with 1264 additions and 1299 deletions

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@ -485,6 +485,7 @@ if (X11_Xft_FOUND AND OPTION_USE_PANGO)
if (APPLE AND OPTION_APPLE_X11)
find_file(FINK_PREFIX NAMES /opt/sw /sw)
list (APPEND CMAKE_INCLUDE_PATH ${FINK_PREFIX}/include)
include_directories (${FINK_PREFIX}/include/cairo)
list (APPEND CMAKE_LIBRARY_PATH ${FINK_PREFIX}/lib)
endif (APPLE AND OPTION_APPLE_X11)
find_file(HAVE_PANGO_H pango-1.0/pango/pango.h ${CMAKE_INCLUDE_PATH})

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@ -398,6 +398,14 @@ set (GL_DRIVER_FILES
drivers/OpenGL/Fl_OpenGL_Graphics_Driver_rect.cxx
drivers/OpenGL/Fl_OpenGL_Graphics_Driver_vertex.cxx
)
if (USE_X11)
set (GL_DRIVER_FILES ${GL_DRIVER_FILES} drivers/X11/Fl_X11_Gl_Window_driver.cxx)
elseif (APPLE)
set (GL_DRIVER_FILES ${GL_DRIVER_FILES} drivers/Cocoa/Fl_Cocoa_Gl_Window_driver.cxx)
elseif (WIN32)
set (GL_DRIVER_FILES ${GL_DRIVER_FILES} drivers/WinAPI/Fl_WinAPI_Gl_Window_driver.cxx)
endif (USE_X11)
set (GL_DRIVER_HEADER_FILES
drivers/OpenGL/Fl_OpenGL_Display_Device.H
drivers/OpenGL/Fl_OpenGL_Graphics_Driver.H

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@ -40,33 +40,7 @@
#ifndef Fl_Gl_Choice_H
#define Fl_Gl_Choice_H
#ifdef FL_CFG_GFX_QUARTZ
# include <OpenGL/gl.h>
# define FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS void* pixelformat;
#endif // FL_CFG_GFX_QUARTZ
#ifdef FL_CFG_GFX_XLIB
# include <GL/glx.h>
# if ! defined(GLX_VERSION_1_3)
# typedef void *GLXFBConfig;
# endif
# define FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS \
XVisualInfo *vis; /* the visual to use */ \
Colormap colormap; /* a colormap for that visual */ \
GLXFBConfig best_fb;
#endif // FL_CFG_GFX_XLIB*/
#ifdef FL_CFG_GFX_GDI
# include <FL/gl.h>
# define FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS \
int pixelformat; /* the visual to use */ \
PIXELFORMATDESCRIPTOR pfd; // some wgl calls need this thing
#endif // FL_CFG_GFX_GDI
// Describes crap needed to create a GLContext.
// Describes the platform-independent part of data needed to create a GLContext.
class Fl_Gl_Choice {
friend class Fl_Gl_Window_Driver;
int mode;
@ -74,9 +48,6 @@ class Fl_Gl_Choice {
Fl_Gl_Choice *next;
public:
Fl_Gl_Choice(int m, const int *alistp, Fl_Gl_Choice *n) : mode(m), alist(alistp), next(n) {}
FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS
};
#undef FL_GL_CHOICE_PLATFORM_SPECIFIC_MEMBERS
#endif // Fl_Gl_Choice_H

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@ -18,19 +18,16 @@
#if HAVE_GL
# include <FL/Fl.H>
# include <stdlib.h>
# include "Fl_Gl_Choice.H"
# include <FL/Fl_Gl_Window.H>
# include "Fl_Gl_Window_Driver.H"
# include <FL/gl_draw.H>
# include "flstring.h"
# include <FL/fl_utf8.h>
GLContext *Fl_Gl_Window_Driver::context_list = 0;
int Fl_Gl_Window_Driver::nContext = 0;
static int NContext = 0;
static GLContext *context_list = 0;
static int nContext = 0, NContext = 0;
static void add_context(GLContext ctx) {
void Fl_Gl_Window_Driver::add_context(GLContext ctx) {
if (!ctx) return;
if (nContext==NContext) {
if (!NContext) NContext = 8;
@ -41,7 +38,7 @@ static void add_context(GLContext ctx) {
context_list[nContext++] = ctx;
}
static void del_context(GLContext ctx) {
void Fl_Gl_Window_Driver::del_context(GLContext ctx) {
int i;
for (i=0; i<nContext; i++) {
if (context_list[i]==ctx) {
@ -54,7 +51,7 @@ static void del_context(GLContext ctx) {
if (!nContext) gl_remove_displaylist_fonts();
}
static Fl_Gl_Choice *first;
Fl_Gl_Choice *Fl_Gl_Window_Driver::first;
/**
\cond DriverDev
@ -78,406 +75,4 @@ Fl_Gl_Choice *Fl_Gl_Window_Driver::find_begin(int m, const int *alistp) {
\endcond
*/
static GLContext cached_context;
static Fl_Window* cached_window;
#ifdef FL_CFG_GFX_QUARTZ
# include "drivers/Cocoa/Fl_Cocoa_Window_Driver.H"
# include "Fl_Screen_Driver.H"
extern void gl_texture_reset();
Fl_Gl_Choice *Fl_Cocoa_Gl_Window_Driver::find(int m, const int *alistp)
{
Fl::screen_driver()->open_display(); // useful when called through gl_start()
Fl_Gl_Choice *g = Fl_Gl_Window_Driver::find_begin(m, alistp);
if (g) return g;
NSOpenGLPixelFormat* fmt = Fl_Cocoa_Window_Driver::mode_to_NSOpenGLPixelFormat(m, alistp);
if (!fmt) return 0;
g = new Fl_Gl_Choice(m, alistp, first);
first = g;
g->pixelformat = fmt;
return g;
}
GLContext Fl_Cocoa_Gl_Window_Driver::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];
// resets the pile of string textures used to draw strings
// necessary before the first context is created
if (!shared_ctx) gl_texture_reset();
context = Fl_Cocoa_Window_Driver::create_GLcontext_for_window((NSOpenGLPixelFormat*)g->pixelformat, shared_ctx, window);
if (!context) return 0;
add_context(context);
return (context);
}
void Fl_Cocoa_Gl_Window_Driver::set_gl_context(Fl_Window* w, GLContext context) {
if (context != cached_context || w != cached_window) {
cached_context = context;
cached_window = w;
Fl_Cocoa_Window_Driver::GLcontext_makecurrent(context);
}
}
void Fl_Cocoa_Gl_Window_Driver::delete_gl_context(GLContext context) {
if (cached_context == context) {
cached_context = 0;
cached_window = 0;
Fl_Cocoa_Window_Driver::GL_cleardrawable();
}
Fl_Cocoa_Window_Driver::GLcontext_release(context);
del_context(context);
}
#endif // FL_CFG_GFX_QUARTZ
#ifdef FL_CFG_GFX_GDI
# include <FL/platform.H>
# include <FL/Fl_Graphics_Driver.H>
#include "drivers/WinAPI/Fl_WinAPI_Window_Driver.H"
extern void fl_save_dc(HWND, HDC);
// STR #3119: select pixel format with composition support
// ... and no more than 32 color bits (8 bits/color)
// Ref: PixelFormatDescriptor Object
// https://msdn.microsoft.com/en-us/library/cc231189.aspx
#if !defined(PFD_SUPPORT_COMPOSITION)
# define PFD_SUPPORT_COMPOSITION (0x8000)
#endif
#define DEBUG_PFD (0) // 1 = PFD selection debug output, 0 = no debug output
Fl_Gl_Choice *Fl_WinAPI_Gl_Window_Driver::find(int m, const int *alistp)
{
Fl_Gl_Choice *g = Fl_Gl_Window_Driver::find_begin(m, alistp);
if (g) return g;
// Replacement for ChoosePixelFormat() that finds one with an overlay if possible:
HDC gc = (HDC)(fl_graphics_driver ? fl_graphics_driver->gc() : 0);
if (!gc) gc = fl_GetDC(0);
int pixelformat = 0;
PIXELFORMATDESCRIPTOR chosen_pfd;
for (int i = 1; ; i++) {
PIXELFORMATDESCRIPTOR pfd;
if (!DescribePixelFormat(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;
#if DEBUG_PFD
printf("pfd #%d supports composition: %s\n", i, (pfd.dwFlags & PFD_SUPPORT_COMPOSITION) ? "yes" : "no");
printf(" ... & PFD_GENERIC_FORMAT: %s\n", (pfd.dwFlags & PFD_GENERIC_FORMAT) ? "generic" : "accelerated");
printf(" ... Overlay Planes : %d\n", pfd.bReserved & 15);
printf(" ... Color & Depth : %d, %d\n", pfd.cColorBits, pfd.cDepthBits);
if (pixelformat)
printf(" current pixelformat : %d\n", pixelformat);
fflush(stdout);
#endif // DEBUG_PFD
// see if better than the one we have already:
if (pixelformat) {
// offering non-generic rendering is better (read: hardware acceleration)
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 prefer a format that supports composition (STR #3119)
else if ((chosen_pfd.dwFlags & PFD_SUPPORT_COMPOSITION) &&
!(pfd.dwFlags & PFD_SUPPORT_COMPOSITION)) continue;
// otherwise more bit planes is better, but no more than 32 (8 bits per channel):
else if (pfd.cColorBits > 32 || chosen_pfd.cColorBits > pfd.cColorBits) continue;
else if (chosen_pfd.cDepthBits > pfd.cDepthBits) continue;
}
pixelformat = i;
chosen_pfd = pfd;
}
#if DEBUG_PFD
static int bb = 0;
if (!bb) {
bb = 1;
printf("PFD_SUPPORT_COMPOSITION = 0x%x\n", PFD_SUPPORT_COMPOSITION);
}
printf("Chosen pixel format is %d\n", pixelformat);
printf("Color bits = %d, Depth bits = %d\n", chosen_pfd.cColorBits, chosen_pfd.cDepthBits);
printf("Pixel format supports composition: %s\n", (chosen_pfd.dwFlags & PFD_SUPPORT_COMPOSITION) ? "yes" : "no");
fflush(stdout);
#endif // DEBUG_PFD
if (!pixelformat) return 0;
g = new Fl_Gl_Choice(m, alistp, first);
first = g;
g->pixelformat = pixelformat;
g->pfd = chosen_pfd;
return g;
}
GLContext Fl_WinAPI_Gl_Window_Driver::create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer)
{
Fl_X* i = Fl_X::i(window);
HDC hdc = Fl_WinAPI_Window_Driver::driver(window)->private_dc;
if (!hdc) {
hdc = Fl_WinAPI_Window_Driver::driver(window)->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;
}
void Fl_WinAPI_Gl_Window_Driver::set_gl_context(Fl_Window* w, GLContext context) {
if (context != cached_context || w != cached_window) {
cached_context = context;
cached_window = w;
wglMakeCurrent(Fl_WinAPI_Window_Driver::driver(w)->private_dc, context);
}
}
void Fl_WinAPI_Gl_Window_Driver::delete_gl_context(GLContext context) {
if (cached_context == context) {
cached_context = 0;
cached_window = 0;
wglMakeCurrent(0, 0);
}
wglDeleteContext(context);
del_context(context);
}
#endif // FL_CFG_GFX_GDI
#ifdef FL_CFG_GFX_XLIB
# include <FL/platform.H>
static XVisualInfo *gl3_getvisual(const int *blist, GLXFBConfig *pbestFB)
{
int glx_major, glx_minor;
// FBConfigs were added in GLX version 1.3.
if ( !glXQueryVersion(fl_display, &glx_major, &glx_minor) ||
( ( glx_major == 1 ) && ( glx_minor < 3 ) ) || ( glx_major < 1 ) ) {
return NULL;
}
//printf( "Getting matching framebuffer configs\n" );
int fbcount;
GLXFBConfig* fbc = glXChooseFBConfig(fl_display, DefaultScreen(fl_display), blist, &fbcount);
if (!fbc) {
//printf( "Failed to retrieve a framebuffer config\n" );
return NULL;
}
//printf( "Found %d matching FB configs.\n", fbcount );
// Pick the FB config/visual with the most samples per pixel
int best_fbc = -1, worst_fbc = -1, best_num_samp = -1, worst_num_samp = 999;
for (int i = 0; i < fbcount; ++i)
{
XVisualInfo *vi = glXGetVisualFromFBConfig( fl_display, fbc[i] );
if (vi) {
int samp_buf, samples;
glXGetFBConfigAttrib(fl_display, fbc[i], GLX_SAMPLE_BUFFERS, &samp_buf);
glXGetFBConfigAttrib(fl_display, fbc[i], GLX_SAMPLES , &samples );
/*printf( " Matching fbconfig %d, visual ID 0x%2lx: SAMPLE_BUFFERS = %d, SAMPLES = %d\n",
i, vi -> visualid, samp_buf, samples );*/
if ( best_fbc < 0 || (samp_buf && samples > best_num_samp) )
best_fbc = i, best_num_samp = samples;
if ( worst_fbc < 0 || !samp_buf || samples < worst_num_samp )
worst_fbc = i, worst_num_samp = samples;
}
XFree(vi);
}
GLXFBConfig bestFbc = fbc[ best_fbc ];
// Be sure to free the FBConfig list allocated by glXChooseFBConfig()
XFree(fbc);
// Get a visual
XVisualInfo *vi = glXGetVisualFromFBConfig(fl_display, bestFbc);
*pbestFB = bestFbc;
return vi;
}
Fl_Gl_Choice *Fl_X11_Gl_Window_Driver::find(int m, const int *alistp)
{
Fl_Gl_Choice *g = Fl_Gl_Window_Driver::find_begin(m, alistp);
if (g) return g;
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 = NULL;
GLXFBConfig best_fb = NULL;
if (m & FL_OPENGL3) {
visp = gl3_getvisual((const int *)blist, &best_fb);
}
if (!visp) {
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;
}
}
g = new Fl_Gl_Choice(m, alistp, first);
first = g;
g->vis = visp;
g->best_fb = best_fb;
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);
return g;
}
static bool ctxErrorOccurred = false;
static int ctxErrorHandler( Display *dpy, XErrorEvent *ev )
{
ctxErrorOccurred = true;
return 0;
}
GLContext Fl_X11_Gl_Window_Driver::create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer) {
GLContext shared_ctx = 0;
if (context_list && nContext) shared_ctx = context_list[0];
typedef GLContext (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLContext, Bool, const int*);
// It is not necessary to create or make current to a context before calling glXGetProcAddressARB
static glXCreateContextAttribsARBProc glXCreateContextAttribsARB =
#if defined(HAVE_GLXGETPROCADDRESSARB)
(glXCreateContextAttribsARBProc)glXGetProcAddressARB((const GLubyte *)"glXCreateContextAttribsARB");
#else
NULL;
#endif
GLContext ctx = 0;
// Check for the GLX_ARB_create_context extension string and the function.
// If either is not present, use GLX 1.3 context creation method.
const char *glxExts = glXQueryExtensionsString(fl_display, fl_screen);
if (g->best_fb && strstr(glxExts, "GLX_ARB_create_context") && glXCreateContextAttribsARB ) {
int context_attribs[] =
{
GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 2,
//GLX_CONTEXT_FLAGS_ARB , GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
//GLX_CONTEXT_PROFILE_MASK_ARB , GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
None
};
ctxErrorOccurred = false;
XErrorHandler oldHandler = XSetErrorHandler(&ctxErrorHandler);
ctx = glXCreateContextAttribsARB(fl_display, g->best_fb, shared_ctx, true, context_attribs);
XSync(fl_display, false); // Sync to ensure any errors generated are processed.
if (ctxErrorOccurred) ctx = 0;
XSetErrorHandler(oldHandler);
}
if (!ctx) { // use OpenGL 1-style context creation
ctx = glXCreateContext(fl_display, g->vis, shared_ctx, true);
}
if (ctx)
add_context(ctx);
//glXMakeCurrent(fl_display, fl_xid(window), ctx);printf("%s\n", glGetString(GL_VERSION));
return ctx;
}
GLContext Fl_X11_Gl_Window_Driver::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;
}
void Fl_X11_Gl_Window_Driver::set_gl_context(Fl_Window* w, GLContext context) {
if (context != cached_context || w != cached_window) {
cached_context = context;
cached_window = w;
glXMakeCurrent(fl_display, fl_xid(w), context);
}
}
void Fl_X11_Gl_Window_Driver::delete_gl_context(GLContext context) {
if (cached_context == context) {
cached_context = 0;
cached_window = 0;
glXMakeCurrent(fl_display, 0, 0);
}
glXDestroyContext(fl_display, context);
del_context(context);
}
#endif // FL_CFG_GFX_XLIB
#endif // HAVE_GL

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@ -76,227 +76,4 @@ void Fl_Gl_Window::hide_overlay() {
pGlWindowDriver->hide_overlay();
}
// Methods on Fl_Gl_Window that create an overlay window. Because
// many programs don't need the overlay, this is separated into this
// source file so it is not linked in if not used.
// Under X this is done by creating another window, of class _Fl_Gl_Overlay
// which is a subclass of Fl_Gl_Window except it uses the overlay planes.
// A pointer to this is stored in the "overlay" pointer of the Fl_Gl_Window.
// Under win32 another GLX context is created to draw into the overlay
// and it is stored in the "overlay" pointer.
// In both cases if overlay hardware is unavailable, the overlay is
// "faked" by drawing into the main layers. This is indicated by
// setting overlay == this.
#ifdef FL_CFG_GFX_QUARTZ
void Fl_Cocoa_Gl_Window_Driver::make_overlay_current() {
// this is not very useful, but unfortunately, Apple decided
// that front buffer drawing can no longer (OS X 10.4) be supported on their platforms.
pWindow->make_current();
}
void Fl_Cocoa_Gl_Window_Driver::redraw_overlay() {
pWindow->redraw();
}
#endif // FL_CFG_GFX_QUARTZ
#ifdef FL_CFG_GFX_XLIB
#include <FL/platform.H>
////////////////////////////////////////////////////////////////
// X version
void Fl_X11_Gl_Window_Driver::make_overlay_current() {
#if HAVE_GL_OVERLAY
if (overlay() != pWindow) {
((Fl_Gl_Window*)overlay())->make_current();
} else
#endif
glDrawBuffer(GL_FRONT);
}
void Fl_X11_Gl_Window_Driver::redraw_overlay() {
if (overlay() != pWindow)
((Fl_Gl_Window*)overlay())->redraw();
else
pWindow->damage(FL_DAMAGE_OVERLAY);
}
#if HAVE_GL_OVERLAY
extern XVisualInfo *fl_find_overlay_visual();
extern XVisualInfo *fl_overlay_visual;
extern Colormap fl_overlay_colormap;
extern unsigned long fl_transparent_pixel;
extern uchar fl_overlay;
class _Fl_Gl_Overlay : public Fl_Gl_Window {
void flush();
void draw();
public:
void show();
_Fl_Gl_Overlay(int x, int y, int w, int h) :
Fl_Gl_Window(x,y,w,h) {
set_flag(INACTIVE);
}
};
void _Fl_Gl_Overlay::flush() {
make_current();
#ifdef BOXX_BUGS
// The BoXX overlay is broken and you must not call swap-buffers. This
// code will make it work, but we lose because machines that do support
// double-buffered overlays will blink when they don't have to
glDrawBuffer(GL_FRONT);
draw();
#else
draw();
swap_buffers();
#endif
glFlush();
valid(1);
}
void _Fl_Gl_Overlay::draw() {
if (!valid()) glClearIndex((GLfloat)fl_transparent_pixel);
if (damage() != FL_DAMAGE_EXPOSE) glClear(GL_COLOR_BUFFER_BIT);
Fl_Gl_Window *w = (Fl_Gl_Window *)parent();
uchar save_valid = w->valid();
w->valid(valid());
fl_overlay = 1;
w->gl_driver()->draw_overlay();
fl_overlay = 0;
valid(w->valid());
w->valid(save_valid);
}
void _Fl_Gl_Overlay::show() {
if (!shown()) {
fl_background_pixel = int(fl_transparent_pixel);
Fl_X::make_xid(this, fl_overlay_visual, fl_overlay_colormap);
fl_background_pixel = -1;
// find the outermost window to tell wm about the colormap:
Fl_Window *w = window();
for (;;) {Fl_Window *w1 = w->window(); if (!w1) break; w = w1;}
XSetWMColormapWindows(fl_display, fl_xid(w), &(Fl_X::i(this)->xid), 1);
context(Fl_X11_Gl_Window_Driver::create_gl_context(fl_overlay_visual), 1);
valid(0);
}
Fl_Gl_Window::show();
}
void Fl_X11_Gl_Window_Driver::hide_overlay() {
if (overlay() && overlay() != pWindow) ((Fl_Gl_Window*)overlay())->hide();
}
int Fl_X11_Gl_Window_Driver::can_do_overlay() {
return fl_find_overlay_visual() != 0;
}
void Fl_X11_Gl_Window_Driver::make_overlay(void *&current) {
if (current) return;
if (can_do_overlay()) {
_Fl_Gl_Overlay* o = new _Fl_Gl_Overlay(0, 0, pWindow->w(), pWindow->h());
current = o;
pWindow->add(*o);
o->show();
} else {
current = pWindow; // fake the overlay
}
}
#endif // HAVE_GL_OVERLAY
#endif // FL_CFG_GFX_XLIB
#ifdef FL_CFG_GFX_GDI
#include "drivers/WinAPI/Fl_WinAPI_Window_Driver.H"
////////////////////////////////////////////////////////////////
// Windows version:
#if HAVE_GL_OVERLAY
void Fl_WinAPI_Gl_Window_Driver::gl_hide_before(void *& overlay) {
if (overlay && overlay != pWindow) {
delete_gl_context((GLContext)overlay);
overlay = 0;
}
}
#endif
void Fl_WinAPI_Gl_Window_Driver::make_overlay_current() {
#if HAVE_GL_OVERLAY
if (overlay() != this) {
set_gl_context(pWindow, (GLContext)overlay());
// if (fl_overlay_depth)
// wglRealizeLayerPalette(Fl_X::i(this)->private_dc, 1, TRUE);
} else
#endif
glDrawBuffer(GL_FRONT);
}
void Fl_WinAPI_Gl_Window_Driver::redraw_overlay() {
pWindow->damage(FL_DAMAGE_OVERLAY);
}
#if HAVE_GL_OVERLAY
# include "Fl_Gl_Choice.H"
//static COLORREF *palette;
extern int fl_overlay_depth;
void Fl_WinAPI_Gl_Window_Driver::make_overlay(void*&overlay) {
if (overlay) return;
GLContext context = create_gl_context(pWindow, g(), 1);
if (!context) {overlay = pWindow; return;} // fake the overlay
HDC hdc = Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc;
overlay = context;
LAYERPLANEDESCRIPTOR pfd;
wglDescribeLayerPlane(hdc, g()->pixelformat, 1, sizeof(pfd), &pfd);
if (!pfd.iPixelType) {
; // full-color overlay
} else {
fl_overlay_depth = pfd.cColorBits; // used by gl_color()
if (fl_overlay_depth > 8) fl_overlay_depth = 8;
COLORREF palette[256];
int n = (1<<fl_overlay_depth)-1;
// copy all colors except #0 into the overlay palette:
for (int i = 0; i <= n; i++) {
uchar r,g,b; Fl::get_color((Fl_Color)i,r,g,b);
palette[i] = RGB(r,g,b);
}
// always provide black & white in the last 2 pixels:
if (fl_overlay_depth < 8) {
palette[n-1] = RGB(0,0,0);
palette[n] = RGB(255,255,255);
}
// and use it:
wglSetLayerPaletteEntries(hdc, 1, 1, n, palette+1);
wglRealizeLayerPalette(hdc, 1, TRUE);
}
pWindow->valid(0);
return;
}
int Fl_WinAPI_Gl_Window_Driver::can_do_overlay() {
if (!g()) {
g( find(mode(), alist()) );
if (!g()) return 0;
}
return (g()->pfd.bReserved & 15) != 0;
}
#endif // HAVE_GL_OVERLAY
#endif // FL_CFG_GFX_GDI
#endif // HAVE_GL

View File

@ -64,6 +64,11 @@ static char SWAP_TYPE = 0 ; // 0 = determine it from environment variable
////////////////////////////////////////////////////////////////
int Fl_Gl_Window_Driver::copy = COPY;
GLContext Fl_Gl_Window_Driver::cached_context = NULL;
Fl_Window* Fl_Gl_Window_Driver::cached_window = NULL;
float Fl_Gl_Window_Driver::gl_scale = 1; // scaling factor between FLTK and GL drawing units: GL = FLTK * gl_scale
/** Returns non-zero if the hardware supports the given or current OpenGL mode. */
int Fl_Gl_Window::can_do(int a, const int *b) {
return Fl_Gl_Window_Driver::global()->find(a,b) != 0;
@ -501,266 +506,6 @@ Fl_Font_Descriptor** Fl_Gl_Window_Driver::fontnum_to_fontdescriptor(int fnum) {
return &(fl_fonts[fnum].first);
}
#ifdef FL_CFG_GFX_QUARTZ
#include <FL/platform.H>
#include <OpenGL/OpenGL.h>
#include "drivers/Cocoa/Fl_Cocoa_Window_Driver.H"
Fl_Gl_Window_Driver *Fl_Gl_Window_Driver::newGlWindowDriver(Fl_Gl_Window *w)
{
return new Fl_Cocoa_Gl_Window_Driver(w);
}
void Fl_Cocoa_Gl_Window_Driver::before_show(int& need_after) {
need_after = 1;
}
void Fl_Cocoa_Gl_Window_Driver::after_show() {
// Makes sure the GL context is created to avoid drawing twice the window when first shown
pWindow->make_current();
}
float Fl_Cocoa_Gl_Window_Driver::pixels_per_unit()
{
int retina = (fl_mac_os_version >= 100700 && Fl::use_high_res_GL() && Fl_X::i(pWindow) &&
Fl_Cocoa_Window_Driver::driver(pWindow)->mapped_to_retina()) ? 2 : 1;
return retina * Fl_Graphics_Driver::default_driver().scale();
}
int Fl_Cocoa_Gl_Window_Driver::mode_(int m, const int *a) {
if (a) { // when the mode is set using the a array of system-dependent values, and if asking for double buffer,
// the FL_DOUBLE flag must be set in the mode_ member variable
const int *aa = a;
while (*aa) {
if (*(aa++) ==
kCGLPFADoubleBuffer
) { m |= FL_DOUBLE; break; }
}
}
pWindow->context(0);
mode( m); alist(a);
if (pWindow->shown()) {
g( find(m, a) );
pWindow->redraw();
} else {
g(0);
}
return 1;
}
void Fl_Cocoa_Gl_Window_Driver::make_current_before() {
// detect if the window was moved between low and high resolution displays
Fl_Cocoa_Window_Driver *d = Fl_Cocoa_Window_Driver::driver(pWindow);
if (d->changed_resolution()){
d->changed_resolution(false);
pWindow->invalidate();
Fl_Cocoa_Window_Driver::GLcontext_update(pWindow->context());
}
}
void Fl_Cocoa_Gl_Window_Driver::swap_buffers() {
if (overlay() != NULL) {
// STR# 2944 [1]
// Save matrixmode/proj/modelview/rasterpos before doing overlay.
//
int wo = pWindow->pixel_w(), ho = pWindow->pixel_h();
GLint matrixmode;
GLfloat pos[4];
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glGetFloatv(GL_CURRENT_RASTER_POSITION, pos); // save original glRasterPos
glMatrixMode(GL_PROJECTION); // save proj/model matrices
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(2.0f/wo, 2.0f/ho, 1.0f);
glTranslatef(-wo/2.0f, -ho/2.0f, 0.0f); // set transform so 0,0 is bottom/left of Gl_Window
glRasterPos2i(0,0); // set glRasterPos to bottom left corner
{
// Emulate overlay by doing copypixels
glReadBuffer(GL_BACK);
glDrawBuffer(GL_FRONT);
glCopyPixels(0, 0, wo, ho, GL_COLOR); // copy GL_BACK to GL_FRONT
}
glPopMatrix(); // GL_MODELVIEW // restore model/proj matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(matrixmode);
glRasterPos3f(pos[0], pos[1], pos[2]); // restore original glRasterPos
}
else
Fl_Cocoa_Window_Driver::flush_context(pWindow->context());//aglSwapBuffers((AGLContext)context_);
}
char Fl_Cocoa_Gl_Window_Driver::swap_type() {return COPY;}
void Fl_Cocoa_Gl_Window_Driver::resize(int is_a_resize, int w, int h) {
Fl_Cocoa_Window_Driver::GLcontext_update(pWindow->context());
}
#endif // FL_CFG_GFX_QUARTZ
#if defined(FL_CFG_GFX_GDI)
#include "drivers/WinAPI/Fl_WinAPI_Window_Driver.H"
#include <FL/platform.H>
#include <FL/Fl_Graphics_Driver.H>
#include "Fl_Screen_Driver.H"
Fl_Gl_Window_Driver *Fl_Gl_Window_Driver::newGlWindowDriver(Fl_Gl_Window *w)
{
return new Fl_WinAPI_Gl_Window_Driver(w);
}
float Fl_WinAPI_Gl_Window_Driver::pixels_per_unit()
{
int ns = Fl_Window_Driver::driver(pWindow)->screen_num();
return Fl::screen_driver()->scale(ns);
}
int Fl_WinAPI_Gl_Window_Driver::mode_(int m, const int *a) {
int oldmode = mode();
pWindow->context(0);
mode( m); alist(a);
if (pWindow->shown()) {
g( find(m, a) );
if (!g() || (oldmode^m)&(FL_DOUBLE|FL_STEREO)) {
pWindow->hide();
pWindow->show();
}
} else {
g(0);
}
return 1;
}
void Fl_WinAPI_Gl_Window_Driver::make_current_after() {
#if USE_COLORMAP
if (fl_palette) {
fl_GetDC(fl_xid(pWindow));
SelectPalette((HDC)fl_graphics_driver->gc(), fl_palette, FALSE);
RealizePalette((HDC)fl_graphics_driver->gc());
}
#endif // USE_COLORMAP
}
//#define HAVE_GL_OVERLAY 1 //test only
void Fl_WinAPI_Gl_Window_Driver::swap_buffers() {
# if HAVE_GL_OVERLAY
// Do not swap the overlay, to match GLX:
BOOL ret = wglSwapLayerBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, WGL_SWAP_MAIN_PLANE);
DWORD err = GetLastError();
# else
SwapBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc);
# endif
}
#if HAVE_GL_OVERLAY
uchar fl_overlay; // changes how fl_color() works
int fl_overlay_depth = 0;
#endif
int Fl_WinAPI_Gl_Window_Driver::flush_begin(char& valid_f_) {
#if HAVE_GL_OVERLAY
char save_valid_f = valid_f_;
// Draw into hardware overlay planes if they are damaged:
if (overlay() && overlay() != pWindow
&& (pWindow->damage()&(FL_DAMAGE_OVERLAY|FL_DAMAGE_EXPOSE) || !save_valid_f & 1)) {
set_gl_context(pWindow, (GLContext)overlay());
if (fl_overlay_depth)
wglRealizeLayerPalette(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, 1, TRUE);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
fl_overlay = 1;
draw_overlay();
fl_overlay = 0;
valid_f_ = save_valid_f;
wglSwapLayerBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, WGL_SWAP_OVERLAY1);
// if only the overlay was damaged we are done, leave main layer alone:
if (pWindow->damage() == FL_DAMAGE_OVERLAY) {
return 1;
}
}
#endif
return 0;
}
void* Fl_WinAPI_Gl_Window_Driver::GetProcAddress(const char *procName) {
return (void*)wglGetProcAddress((LPCSTR)procName);
}
#endif // FL_CFG_GFX_GDI
#if defined(FL_CFG_GFX_XLIB)
#include <FL/platform.H>
#include "Fl_Gl_Choice.H"
#include "Fl_Screen_Driver.H"
#include "Fl_Window_Driver.H"
Fl_Gl_Window_Driver *Fl_Gl_Window_Driver::newGlWindowDriver(Fl_Gl_Window *w)
{
return new Fl_X11_Gl_Window_Driver(w);
}
void Fl_X11_Gl_Window_Driver::before_show(int&) {
Fl_X::make_xid(pWindow, g()->vis, g()->colormap);
if (overlay() && overlay() != pWindow) ((Fl_Gl_Window*)overlay())->show();
}
float Fl_X11_Gl_Window_Driver::pixels_per_unit()
{
int ns = Fl_Window_Driver::driver(pWindow)->screen_num();
return Fl::screen_driver()->scale(ns);
}
int Fl_X11_Gl_Window_Driver::mode_(int m, const int *a) {
int oldmode = mode();
if (a) { // when the mode is set using the a array of system-dependent values, and if asking for double buffer,
// the FL_DOUBLE flag must be set in the mode_ member variable
const int *aa = a;
while (*aa) {
if (*(aa++) ==
GLX_DOUBLEBUFFER
) { m |= FL_DOUBLE; break; }
}
}
Fl_Gl_Choice* oldg = g();
pWindow->context(0);
mode(m); alist(a);
if (pWindow->shown()) {
g( find(m, a) );
// under X, if the visual changes we must make a new X window (yuck!):
if (!g() || g()->vis->visualid != oldg->vis->visualid || (oldmode^m)&FL_DOUBLE) {
pWindow->hide();
pWindow->show();
}
} else {
g(0);
}
return 1;
}
void Fl_X11_Gl_Window_Driver::swap_buffers() {
glXSwapBuffers(fl_display, fl_xid(pWindow));
}
void Fl_X11_Gl_Window_Driver::resize(int is_a_resize, int W, int H) {
if (is_a_resize && !pWindow->resizable() && overlay() && overlay() != pWindow) {
((Fl_Gl_Window*)overlay())->resize(0,0,W,H);
}
}
char Fl_X11_Gl_Window_Driver::swap_type() {return COPY;}
void Fl_X11_Gl_Window_Driver::waitGL() {
glXWaitGL();
}
#endif // FL_CFG_GFX_XLIB
/**
\}
\endcond

View File

@ -36,6 +36,14 @@ class Fl_Gl_Window_Driver {
protected:
Fl_Gl_Window *pWindow;
public:
static GLContext cached_context;
static Fl_Window* cached_window;
static int nContext;
static GLContext *context_list;
static Fl_Gl_Choice *first;
static int copy;
static float gl_scale;
static GLContext gl_start_context;
Fl_Gl_Choice* g() {return pWindow->g;}
void g(Fl_Gl_Choice *c) {pWindow->g = c;}
int mode() {return pWindow->mode_;}
@ -62,6 +70,8 @@ public:
virtual int flush_begin(char& valid_f) {return 0;}
virtual void gl_hide_before(void *& overlay) {} // the default implementation may be enough
static Fl_Gl_Choice *find_begin(int m, const int *alistp);
static void add_context(GLContext ctx);
static void del_context(GLContext ctx);
// Return one of these structures for a given gl mode.
// The second argument is a glX attribute list, and is used if mode is zero.
// This is not supported on Win32:
@ -91,109 +101,6 @@ public:
virtual Fl_Font_Descriptor** fontnum_to_fontdescriptor(int fnum);
};
#ifdef FL_CFG_GFX_QUARTZ
#ifdef __OBJC__
@class NSOpenGLPixelFormat;
#else
class NSOpenGLPixelFormat;
#endif // __OBJC__
class Fl_Cocoa_Gl_Window_Driver : public Fl_Gl_Window_Driver {
friend class Fl_Gl_Window_Driver;
friend class Fl_OpenGL_Display_Device;
Fl_Cocoa_Gl_Window_Driver(Fl_Gl_Window *win) : Fl_Gl_Window_Driver(win) {}
virtual float pixels_per_unit();
virtual void before_show(int& need_after);
virtual void after_show();
virtual int mode_(int m, const int *a);
virtual void make_current_before();
virtual void swap_buffers();
virtual void resize(int is_a_resize, int w, int h);
virtual char swap_type();
virtual Fl_Gl_Choice *find(int m, const int *alistp);
virtual GLContext create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer = 0);
virtual void set_gl_context(Fl_Window* w, GLContext context);
virtual void delete_gl_context(GLContext);
virtual void make_overlay_current();
virtual void redraw_overlay();
virtual void gl_start();
virtual char *alpha_mask_for_string(const char *str, int n, int w, int h);
};
#endif // FL_CFG_GFX_QUARTZ
#ifdef FL_CFG_GFX_GDI
class Fl_WinAPI_Gl_Window_Driver : public Fl_Gl_Window_Driver {
friend class Fl_Gl_Window_Driver;
Fl_WinAPI_Gl_Window_Driver(Fl_Gl_Window *win) : Fl_Gl_Window_Driver(win) {}
virtual float pixels_per_unit();
virtual int mode_(int m, const int *a);
virtual void make_current_after();
virtual void swap_buffers();
virtual void invalidate() {}
virtual int flush_begin(char& valid_f);
virtual Fl_Gl_Choice *find(int m, const int *alistp);
virtual GLContext create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer = 0);
virtual void set_gl_context(Fl_Window* w, GLContext context);
virtual void delete_gl_context(GLContext);
virtual void make_overlay_current();
virtual void redraw_overlay();
virtual void* GetProcAddress(const char *procName);
virtual void draw_string_legacy(const char* str, int n);
virtual void gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize);
virtual void get_list(Fl_Font_Descriptor *fd, int r);
virtual int genlistsize();
#if HAVE_GL_OVERLAY
virtual void gl_hide_before(void *& overlay);
virtual int can_do_overlay();
virtual int overlay_color(Fl_Color i);
void make_overlay(void*&overlay);
#endif
};
#endif // FL_CFG_GFX_GDI
#ifdef FL_CFG_GFX_XLIB
#include <X11/Xutil.h> // for XVisualInfo
class Fl_X11_Gl_Window_Driver : public Fl_Gl_Window_Driver {
friend class Fl_Gl_Window_Driver;
Fl_X11_Gl_Window_Driver(Fl_Gl_Window *win) : Fl_Gl_Window_Driver(win) {}
virtual float pixels_per_unit();
virtual void before_show(int& need_after);
virtual int mode_(int m, const int *a);
virtual void swap_buffers();
virtual void resize(int is_a_resize, int w, int h);
virtual char swap_type();
virtual Fl_Gl_Choice *find(int m, const int *alistp);
virtual GLContext create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer = 0);
virtual void set_gl_context(Fl_Window* w, GLContext context);
virtual void delete_gl_context(GLContext);
#if HAVE_GL_OVERLAY
virtual void make_overlay(void *&o);
virtual int can_do_overlay();
virtual void hide_overlay();
virtual int overlay_color(Fl_Color i);
#endif
virtual void make_overlay_current();
virtual void redraw_overlay();
virtual void waitGL();
virtual void gl_visual(Fl_Gl_Choice*); // support for Fl::gl_visual()
virtual void gl_start();
virtual void draw_string_legacy(const char* str, int n);
virtual void gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize);
virtual void get_list(Fl_Font_Descriptor *fd, int r);
virtual int genlistsize();
#if !USE_XFT
virtual Fl_Font_Descriptor** fontnum_to_fontdescriptor(int fnum);
#endif
public:
static GLContext create_gl_context(XVisualInfo* vis);
};
#endif // FL_CFG_GFX_XLIB
#endif /* Fl_Gl_Window_Driver_H */
/**

View File

@ -198,6 +198,13 @@ GLCPPFILES = \
drivers/OpenGL/Fl_OpenGL_Graphics_Driver_rect.cxx \
drivers/OpenGL/Fl_OpenGL_Graphics_Driver_vertex.cxx
GLCPPFILES_OSX = drivers/Cocoa/Fl_Cocoa_Gl_Window_Driver.cxx
GLCPPFILES_X11 = drivers/X11/Fl_X11_Gl_Window_Driver.cxx
GLCPPFILES_XFT = $(GLCPPFILES_X11)
GLCPPFILES_WIN = drivers/WinAPI/Fl_WinAPI_Gl_Window_Driver.cxx
GLCPPFILES += $(GLCPPFILES_$(BUILD))
# the following file currently doesn't contribute code to GLCPPFILES
# drivers/OpenGL/Fl_OpenGL_Graphics_Driver.cxx

View File

@ -0,0 +1,248 @@
//
// Class Fl_Cocoa_Gl_Window_Driver for the Fast Light Tool Kit (FLTK).
//
// Copyright 2021 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
#include <config.h>
#if HAVE_GL
#include <FL/platform.H>
#include <FL/gl.h>
#include "../../Fl_Gl_Choice.H"
#include "../../Fl_Screen_Driver.H"
#include "Fl_Cocoa_Window_Driver.H"
#include "../../Fl_Gl_Window_Driver.H"
#include <FL/Fl_Graphics_Driver.H>
#include <OpenGL/OpenGL.h>
#include <FL/Fl_Image_Surface.H>
extern void gl_texture_reset();
#ifdef __OBJC__
@class NSOpenGLPixelFormat;
#else
class NSOpenGLPixelFormat;
#endif // __OBJC__
class Fl_Cocoa_Gl_Window_Driver : public Fl_Gl_Window_Driver {
friend class Fl_Gl_Window_Driver;
friend class Fl_OpenGL_Display_Device;
Fl_Cocoa_Gl_Window_Driver(Fl_Gl_Window *win) : Fl_Gl_Window_Driver(win) {}
virtual float pixels_per_unit();
virtual void before_show(int& need_after);
virtual void after_show();
virtual int mode_(int m, const int *a);
virtual void make_current_before();
virtual void swap_buffers();
virtual void resize(int is_a_resize, int w, int h);
virtual char swap_type();
virtual Fl_Gl_Choice *find(int m, const int *alistp);
virtual GLContext create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer = 0);
virtual void set_gl_context(Fl_Window* w, GLContext context);
virtual void delete_gl_context(GLContext);
virtual void make_overlay_current();
virtual void redraw_overlay();
virtual void gl_start();
virtual char *alpha_mask_for_string(const char *str, int n, int w, int h);
};
// Describes crap needed to create a GLContext.
class Fl_Cocoa_Gl_Choice : public Fl_Gl_Choice {
friend class Fl_Cocoa_Gl_Window_Driver;
private:
NSOpenGLPixelFormat* pixelformat;
public:
Fl_Cocoa_Gl_Choice(int m, const int *alistp, Fl_Gl_Choice *n) : Fl_Gl_Choice(m, alistp, n) {
pixelformat = NULL;
}
};
Fl_Gl_Choice *Fl_Cocoa_Gl_Window_Driver::find(int m, const int *alistp)
{
Fl::screen_driver()->open_display(); // useful when called through gl_start()
Fl_Cocoa_Gl_Choice *g = (Fl_Cocoa_Gl_Choice*)Fl_Gl_Window_Driver::find_begin(m, alistp);
if (g) return g;
NSOpenGLPixelFormat* fmt = Fl_Cocoa_Window_Driver::mode_to_NSOpenGLPixelFormat(m, alistp);
if (!fmt) return 0;
g = new Fl_Cocoa_Gl_Choice(m, alistp, first);
first = g;
g->pixelformat = fmt;
return g;
}
GLContext Fl_Cocoa_Gl_Window_Driver::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];
// resets the pile of string textures used to draw strings
// necessary before the first context is created
if (!shared_ctx) gl_texture_reset();
context = Fl_Cocoa_Window_Driver::create_GLcontext_for_window(((Fl_Cocoa_Gl_Choice*)g)->pixelformat, shared_ctx, window);
if (!context) return 0;
add_context(context);
return (context);
}
void Fl_Cocoa_Gl_Window_Driver::set_gl_context(Fl_Window* w, GLContext context) {
if (context != cached_context || w != cached_window) {
cached_context = context;
cached_window = w;
Fl_Cocoa_Window_Driver::GLcontext_makecurrent(context);
}
}
void Fl_Cocoa_Gl_Window_Driver::delete_gl_context(GLContext context) {
if (cached_context == context) {
cached_context = 0;
cached_window = 0;
Fl_Cocoa_Window_Driver::GL_cleardrawable();
}
Fl_Cocoa_Window_Driver::GLcontext_release(context);
del_context(context);
}
void Fl_Cocoa_Gl_Window_Driver::make_overlay_current() {
// this is not very useful, but unfortunately, Apple decided
// that front buffer drawing can no longer (OS X 10.4) be supported on their platforms.
pWindow->make_current();
}
void Fl_Cocoa_Gl_Window_Driver::redraw_overlay() {
pWindow->redraw();
}
Fl_Gl_Window_Driver *Fl_Gl_Window_Driver::newGlWindowDriver(Fl_Gl_Window *w)
{
return new Fl_Cocoa_Gl_Window_Driver(w);
}
void Fl_Cocoa_Gl_Window_Driver::before_show(int& need_after) {
need_after = 1;
}
void Fl_Cocoa_Gl_Window_Driver::after_show() {
// Makes sure the GL context is created to avoid drawing twice the window when first shown
pWindow->make_current();
}
float Fl_Cocoa_Gl_Window_Driver::pixels_per_unit()
{
int retina = (fl_mac_os_version >= 100700 && Fl::use_high_res_GL() && Fl_X::i(pWindow) &&
Fl_Cocoa_Window_Driver::driver(pWindow)->mapped_to_retina()) ? 2 : 1;
return retina * Fl_Graphics_Driver::default_driver().scale();
}
int Fl_Cocoa_Gl_Window_Driver::mode_(int m, const int *a) {
if (a) { // when the mode is set using the a array of system-dependent values, and if asking for double buffer,
// the FL_DOUBLE flag must be set in the mode_ member variable
const int *aa = a;
while (*aa) {
if (*(aa++) ==
kCGLPFADoubleBuffer
) { m |= FL_DOUBLE; break; }
}
}
pWindow->context(0);
mode( m); alist(a);
if (pWindow->shown()) {
g( find(m, a) );
pWindow->redraw();
} else {
g(0);
}
return 1;
}
void Fl_Cocoa_Gl_Window_Driver::make_current_before() {
// detect if the window was moved between low and high resolution displays
Fl_Cocoa_Window_Driver *d = Fl_Cocoa_Window_Driver::driver(pWindow);
if (d->changed_resolution()){
d->changed_resolution(false);
pWindow->invalidate();
Fl_Cocoa_Window_Driver::GLcontext_update(pWindow->context());
}
}
void Fl_Cocoa_Gl_Window_Driver::swap_buffers() {
if (overlay() != NULL) {
// STR# 2944 [1]
// Save matrixmode/proj/modelview/rasterpos before doing overlay.
//
int wo = pWindow->pixel_w(), ho = pWindow->pixel_h();
GLint matrixmode;
GLfloat pos[4];
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glGetFloatv(GL_CURRENT_RASTER_POSITION, pos); // save original glRasterPos
glMatrixMode(GL_PROJECTION); // save proj/model matrices
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(2.0f/wo, 2.0f/ho, 1.0f);
glTranslatef(-wo/2.0f, -ho/2.0f, 0.0f); // set transform so 0,0 is bottom/left of Gl_Window
glRasterPos2i(0,0); // set glRasterPos to bottom left corner
{
// Emulate overlay by doing copypixels
glReadBuffer(GL_BACK);
glDrawBuffer(GL_FRONT);
glCopyPixels(0, 0, wo, ho, GL_COLOR); // copy GL_BACK to GL_FRONT
}
glPopMatrix(); // GL_MODELVIEW // restore model/proj matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(matrixmode);
glRasterPos3f(pos[0], pos[1], pos[2]); // restore original glRasterPos
}
else
Fl_Cocoa_Window_Driver::flush_context(pWindow->context());//aglSwapBuffers((AGLContext)context_);
}
char Fl_Cocoa_Gl_Window_Driver::swap_type() {return copy;}
void Fl_Cocoa_Gl_Window_Driver::resize(int is_a_resize, int w, int h) {
Fl_Cocoa_Window_Driver::GLcontext_update(pWindow->context());
}
/* Some old Apple hardware doesn't implement the GL_EXT_texture_rectangle extension.
For it, draw_string_legacy_glut() is used to draw text. */
char *Fl_Cocoa_Gl_Window_Driver::alpha_mask_for_string(const char *str, int n, int w, int h)
{
// write str to a bitmap just big enough
Fl_Image_Surface *surf = new Fl_Image_Surface(w, h);
Fl_Font f=fl_font(); Fl_Fontsize s=fl_size();
Fl_Surface_Device::push_current(surf);
fl_color(FL_WHITE);
fl_font(f, s * gl_scale);
fl_draw(str, n, 0, fl_height() - fl_descent());
// get the alpha channel only of the bitmap
char *alpha_buf = new char[w*h], *r = alpha_buf, *q;
q = (char*)CGBitmapContextGetData(surf->offscreen());
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
*r++ = *(q+3);
q += 4;
}
}
Fl_Surface_Device::pop_current();
delete surf;
return alpha_buf;
}
void Fl_Cocoa_Gl_Window_Driver::gl_start() {
Fl_Cocoa_Window_Driver::gl_start(gl_start_context);
}
#endif // HAVE_GL

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@ -16,7 +16,6 @@
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_GDI
#include <FL/Fl_Copy_Surface.H>
#include <FL/platform.H>
#include "Fl_GDI_Graphics_Driver.H"
@ -113,4 +112,3 @@ void Fl_GDI_Copy_Surface_Driver::translate(int x, int y) {
void Fl_GDI_Copy_Surface_Driver::untranslate() {
((Fl_GDI_Graphics_Driver*)driver())->untranslate_all();
}
#endif // FL_CFG_GFX_GDI

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@ -14,9 +14,6 @@
// https://www.fltk.org/bugs.php
//
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_QUARTZ
#include <FL/Fl_Copy_Surface.H>
#include <FL/platform.H>
#include "Fl_Quartz_Graphics_Driver.H"
@ -86,5 +83,3 @@ void Fl_Quartz_Copy_Surface_Driver::translate(int x, int y) {
void Fl_Quartz_Copy_Surface_Driver::untranslate() {
CGContextRestoreGState(gc);
}
#endif // FL_CFG_GFX_QUARTZ

View File

@ -14,9 +14,6 @@
// https://www.fltk.org/bugs.php
//
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_QUARTZ
#include "Fl_Quartz_Graphics_Driver.H"
#include <FL/platform.H>
@ -66,5 +63,3 @@ void Fl_Quartz_Graphics_Driver::pie(int x,int y,int w,int h,double a1,double a2)
CGContextFillPath(gc_);
CGContextSetShouldAntialias(gc_, false);
}
#endif // FL_CFG_GFX_QUARTZ

View File

@ -14,9 +14,6 @@
// https://www.fltk.org/bugs.php
//
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_QUARTZ
// The fltk "colormap". This allows ui colors to be stored in 8-bit
// locations, and provides a level of indirection so that global color
// changes can be made. Not to be confused with the X colormap, which
@ -75,5 +72,3 @@ void Fl_Quartz_Graphics_Driver::set_color(Fl_Color i, unsigned c) {
fl_cmap[i] = c;
}
}
#endif // FL_CFG_GFX_QUARTZ

View File

@ -69,10 +69,6 @@
*/
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_QUARTZ
#include "Fl_Quartz_Graphics_Driver.H"
#include "Fl_Font.H"
#include <math.h>
@ -878,5 +874,3 @@ Fl_Font Fl_Quartz_Graphics_Driver::ADD_SUFFIX(set_fonts, _ATSU)(const char* xsta
}
#endif // HAS_ATSU
#endif // FL_CFG_GFX_QUARTZ

View File

@ -14,9 +14,6 @@
// https://www.fltk.org/bugs.php
//
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_QUARTZ
#include <FL/fl_draw.H>
#include <FL/platform.H>
@ -84,5 +81,3 @@ void Fl_Quartz_Graphics_Driver::line_style(int style, int width, char* dashes) {
}
quartz_restore_line_style();
}
#endif // FL_CFG_GFX_QUARTZ

View File

@ -15,9 +15,6 @@
//
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_QUARTZ
#include <FL/Fl.H>
#include <FL/platform.H>
@ -297,6 +294,3 @@ void Fl_Quartz_Graphics_Driver::restore_clip() {
}
}
}
#endif // FL_CFG_GFX_QUARTZ

View File

@ -14,9 +14,6 @@
// https://www.fltk.org/bugs.php
//
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_QUARTZ
/**
\file quartz_vertex.cxx
\brief Portable drawing code for drawing arbitrary shapes with
@ -148,6 +145,3 @@ void Fl_Quartz_Graphics_Driver::transformed_vertex0(float x, float y) {
void Fl_Quartz_Graphics_Driver::fixloop() { // remove equal points from closed path
while (n>2 && p[n-1].x == p[0].x && p[n-1].y == p[0].y) n--;
}
#endif // FL_CFG_GFX_QUARTZ

View File

@ -14,9 +14,6 @@
// https://www.fltk.org/bugs.php
//
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_QUARTZ
#include <FL/platform.H>
#include <FL/fl_draw.H>
#include <FL/Fl_Image_Surface.H>
@ -137,5 +134,3 @@ void Fl_Quartz_Image_Surface_Driver::end_current()
fl_window = pre_window;
Fl_Surface_Device::end_current();
}
#endif // FL_CFG_GFX_QUARTZ

View File

@ -0,0 +1,404 @@
//
// Class Fl_WinAPI_Gl_Window_Driver for the Fast Light Tool Kit (FLTK).
//
// Copyright 2021 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
#include <config.h>
#if HAVE_GL
#include <FL/platform.H>
#include "../../Fl_Screen_Driver.H"
#include <FL/gl.h>
#include "../../Fl_Gl_Window_Driver.H"
#include "../../Fl_Gl_Choice.H"
#include "Fl_WinAPI_Window_Driver.H"
#include "../GDI/Fl_Font.H"
extern void fl_save_dc(HWND, HDC);
// STR #3119: select pixel format with composition support
// ... and no more than 32 color bits (8 bits/color)
// Ref: PixelFormatDescriptor Object
// https://msdn.microsoft.com/en-us/library/cc231189.aspx
#if !defined(PFD_SUPPORT_COMPOSITION)
# define PFD_SUPPORT_COMPOSITION (0x8000)
#endif
#define DEBUG_PFD (0) // 1 = PFD selection debug output, 0 = no debug output
class Fl_WinAPI_Gl_Window_Driver : public Fl_Gl_Window_Driver {
friend class Fl_Gl_Window_Driver;
Fl_WinAPI_Gl_Window_Driver(Fl_Gl_Window *win) : Fl_Gl_Window_Driver(win) {}
virtual float pixels_per_unit();
virtual int mode_(int m, const int *a);
virtual void make_current_after();
virtual void swap_buffers();
virtual void invalidate() {}
virtual int flush_begin(char& valid_f);
virtual Fl_Gl_Choice *find(int m, const int *alistp);
virtual GLContext create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer = 0);
virtual void set_gl_context(Fl_Window* w, GLContext context);
virtual void delete_gl_context(GLContext);
virtual void make_overlay_current();
virtual void redraw_overlay();
virtual void* GetProcAddress(const char *procName);
virtual void draw_string_legacy(const char* str, int n);
virtual void gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize);
virtual void get_list(Fl_Font_Descriptor *fd, int r);
virtual int genlistsize();
#if HAVE_GL_OVERLAY
virtual void gl_hide_before(void *& overlay);
virtual int can_do_overlay();
virtual int overlay_color(Fl_Color i);
void make_overlay(void*&overlay);
#endif
};
// Describes crap needed to create a GLContext.
class Fl_WinAPI_Gl_Choice : public Fl_Gl_Choice {
friend class Fl_WinAPI_Gl_Window_Driver;
private:
int pixelformat; // the visual to use
PIXELFORMATDESCRIPTOR pfd; // some wgl calls need this thing
public:
Fl_WinAPI_Gl_Choice(int m, const int *alistp, Fl_Gl_Choice *n) : Fl_Gl_Choice(m, alistp, n) {
pixelformat = 0;
}
};
Fl_Gl_Choice *Fl_WinAPI_Gl_Window_Driver::find(int m, const int *alistp)
{
Fl_WinAPI_Gl_Choice *g = (Fl_WinAPI_Gl_Choice*)Fl_Gl_Window_Driver::find_begin(m, alistp);
if (g) return g;
// Replacement for ChoosePixelFormat() that finds one with an overlay if possible:
HDC gc = (HDC)(fl_graphics_driver ? fl_graphics_driver->gc() : 0);
if (!gc) gc = fl_GetDC(0);
int pixelformat = 0;
PIXELFORMATDESCRIPTOR chosen_pfd;
for (int i = 1; ; i++) {
PIXELFORMATDESCRIPTOR pfd;
if (!DescribePixelFormat(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;
#if DEBUG_PFD
printf("pfd #%d supports composition: %s\n", i, (pfd.dwFlags & PFD_SUPPORT_COMPOSITION) ? "yes" : "no");
printf(" ... & PFD_GENERIC_FORMAT: %s\n", (pfd.dwFlags & PFD_GENERIC_FORMAT) ? "generic" : "accelerated");
printf(" ... Overlay Planes : %d\n", pfd.bReserved & 15);
printf(" ... Color & Depth : %d, %d\n", pfd.cColorBits, pfd.cDepthBits);
if (pixelformat)
printf(" current pixelformat : %d\n", pixelformat);
fflush(stdout);
#endif // DEBUG_PFD
// see if better than the one we have already:
if (pixelformat) {
// offering non-generic rendering is better (read: hardware acceleration)
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 prefer a format that supports composition (STR #3119)
else if ((chosen_pfd.dwFlags & PFD_SUPPORT_COMPOSITION) &&
!(pfd.dwFlags & PFD_SUPPORT_COMPOSITION)) continue;
// otherwise more bit planes is better, but no more than 32 (8 bits per channel):
else if (pfd.cColorBits > 32 || chosen_pfd.cColorBits > pfd.cColorBits) continue;
else if (chosen_pfd.cDepthBits > pfd.cDepthBits) continue;
}
pixelformat = i;
chosen_pfd = pfd;
}
#if DEBUG_PFD
static int bb = 0;
if (!bb) {
bb = 1;
printf("PFD_SUPPORT_COMPOSITION = 0x%x\n", PFD_SUPPORT_COMPOSITION);
}
printf("Chosen pixel format is %d\n", pixelformat);
printf("Color bits = %d, Depth bits = %d\n", chosen_pfd.cColorBits, chosen_pfd.cDepthBits);
printf("Pixel format supports composition: %s\n", (chosen_pfd.dwFlags & PFD_SUPPORT_COMPOSITION) ? "yes" : "no");
fflush(stdout);
#endif // DEBUG_PFD
if (!pixelformat) return 0;
g = new Fl_WinAPI_Gl_Choice(m, alistp, first);
first = g;
g->pixelformat = pixelformat;
g->pfd = chosen_pfd;
return g;
}
GLContext Fl_WinAPI_Gl_Window_Driver::create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer)
{
Fl_X* i = Fl_X::i(window);
HDC hdc = Fl_WinAPI_Window_Driver::driver(window)->private_dc;
if (!hdc) {
hdc = Fl_WinAPI_Window_Driver::driver(window)->private_dc = GetDCEx(i->xid, 0, DCX_CACHE);
fl_save_dc(i->xid, hdc);
SetPixelFormat(hdc, ((Fl_WinAPI_Gl_Choice*)g)->pixelformat, (PIXELFORMATDESCRIPTOR*)(&((Fl_WinAPI_Gl_Choice*)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;
}
void Fl_WinAPI_Gl_Window_Driver::set_gl_context(Fl_Window* w, GLContext context) {
if (context != cached_context || w != cached_window) {
cached_context = context;
cached_window = w;
wglMakeCurrent(Fl_WinAPI_Window_Driver::driver(w)->private_dc, context);
}
}
void Fl_WinAPI_Gl_Window_Driver::delete_gl_context(GLContext context) {
if (cached_context == context) {
cached_context = 0;
cached_window = 0;
wglMakeCurrent(0, 0);
}
wglDeleteContext(context);
del_context(context);
}
void Fl_WinAPI_Gl_Window_Driver::make_overlay_current() {
#if HAVE_GL_OVERLAY
if (overlay() != this) {
set_gl_context(pWindow, (GLContext)overlay());
// if (fl_overlay_depth)
// wglRealizeLayerPalette(Fl_X::i(this)->private_dc, 1, TRUE);
} else
#endif
glDrawBuffer(GL_FRONT);
}
void Fl_WinAPI_Gl_Window_Driver::redraw_overlay() {
pWindow->damage(FL_DAMAGE_OVERLAY);
}
#if HAVE_GL_OVERLAY
// Methods on Fl_Gl_Window_driver that create an overlay window.
// Under win32 another GLX context is created to draw into the overlay
// and it is stored in the "overlay" pointer.
// If overlay hardware is unavailable, the overlay is
// "faked" by drawing into the main layers. This is indicated by
// setting overlay == this.
//static COLORREF *palette;
static int fl_overlay_depth = 0;
void Fl_WinAPI_Gl_Window_Driver::gl_hide_before(void *& overlay) {
if (overlay && overlay != pWindow) {
delete_gl_context((GLContext)overlay);
overlay = 0;
}
}
void Fl_WinAPI_Gl_Window_Driver::make_overlay(void*&overlay) {
if (overlay) return;
GLContext context = create_gl_context(pWindow, g(), 1);
if (!context) {overlay = pWindow; return;} // fake the overlay
HDC hdc = Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc;
overlay = context;
LAYERPLANEDESCRIPTOR pfd;
wglDescribeLayerPlane(hdc, g()->pixelformat, 1, sizeof(pfd), &pfd);
if (!pfd.iPixelType) {
; // full-color overlay
} else {
fl_overlay_depth = pfd.cColorBits; // used by gl_color()
if (fl_overlay_depth > 8) fl_overlay_depth = 8;
COLORREF palette[256];
int n = (1<<fl_overlay_depth)-1;
// copy all colors except #0 into the overlay palette:
for (int i = 0; i <= n; i++) {
uchar r,g,b; Fl::get_color((Fl_Color)i,r,g,b);
palette[i] = RGB(r,g,b);
}
// always provide black & white in the last 2 pixels:
if (fl_overlay_depth < 8) {
palette[n-1] = RGB(0,0,0);
palette[n] = RGB(255,255,255);
}
// and use it:
wglSetLayerPaletteEntries(hdc, 1, 1, n, palette+1);
wglRealizeLayerPalette(hdc, 1, TRUE);
}
pWindow->valid(0);
return;
}
int Fl_WinAPI_Gl_Window_Driver::can_do_overlay() {
if (!g()) {
g( find(mode(), alist()) );
if (!g()) return 0;
}
return (g()->pfd.bReserved & 15) != 0;
}
int Fl_WinAPI_Gl_Window_Driver::overlay_color(Fl_Color i) {
if (Fl_Xlib_Graphics_Driver::fl_overlay && fl_overlay_depth) {
if (fl_overlay_depth < 8) {
// only black & white produce the expected colors. This could
// be improved by fixing the colormap set in Fl_Gl_Overlay.cxx
int size = 1<<fl_overlay_depth;
if (!i) glIndexi(size-2);
else if (i >= size-2) glIndexi(size-1);
else glIndexi(i);
} else {
glIndexi(i ? i : FL_GRAY_RAMP);
}
return 1;
}
return 0;
}
#endif // HAVE_GL_OVERLAY
Fl_Gl_Window_Driver *Fl_Gl_Window_Driver::newGlWindowDriver(Fl_Gl_Window *w)
{
return new Fl_WinAPI_Gl_Window_Driver(w);
}
float Fl_WinAPI_Gl_Window_Driver::pixels_per_unit()
{
int ns = Fl_Window_Driver::driver(pWindow)->screen_num();
return Fl::screen_driver()->scale(ns);
}
int Fl_WinAPI_Gl_Window_Driver::mode_(int m, const int *a) {
int oldmode = mode();
pWindow->context(0);
mode( m); alist(a);
if (pWindow->shown()) {
g( find(m, a) );
if (!g() || (oldmode^m)&(FL_DOUBLE|FL_STEREO)) {
pWindow->hide();
pWindow->show();
}
} else {
g(0);
}
return 1;
}
void Fl_WinAPI_Gl_Window_Driver::make_current_after() {
#if USE_COLORMAP
if (fl_palette) {
fl_GetDC(fl_xid(pWindow));
SelectPalette((HDC)fl_graphics_driver->gc(), fl_palette, FALSE);
RealizePalette((HDC)fl_graphics_driver->gc());
}
#endif // USE_COLORMAP
}
//#define HAVE_GL_OVERLAY 1 //test only
void Fl_WinAPI_Gl_Window_Driver::swap_buffers() {
# if HAVE_GL_OVERLAY
// Do not swap the overlay, to match GLX:
BOOL ret = wglSwapLayerBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, WGL_SWAP_MAIN_PLANE);
DWORD err = GetLastError();
# else
SwapBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc);
# endif
}
#if HAVE_GL_OVERLAY
#endif
int Fl_WinAPI_Gl_Window_Driver::flush_begin(char& valid_f_) {
#if HAVE_GL_OVERLAY
char save_valid_f = valid_f_;
// Draw into hardware overlay planes if they are damaged:
if (overlay() && overlay() != pWindow
&& (pWindow->damage()&(FL_DAMAGE_OVERLAY|FL_DAMAGE_EXPOSE) || !save_valid_f & 1)) {
set_gl_context(pWindow, (GLContext)overlay());
if (fl_overlay_depth)
wglRealizeLayerPalette(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, 1, TRUE);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
Fl_Xlib_Graphics_Driver::fl_overlay = 1;
draw_overlay();
Fl_Xlib_Graphics_Driver::fl_overlay = 0;
valid_f_ = save_valid_f;
wglSwapLayerBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, WGL_SWAP_OVERLAY1);
// if only the overlay was damaged we are done, leave main layer alone:
if (pWindow->damage() == FL_DAMAGE_OVERLAY) {
return 1;
}
}
#endif
return 0;
}
void* Fl_WinAPI_Gl_Window_Driver::GetProcAddress(const char *procName) {
return (void*)wglGetProcAddress((LPCSTR)procName);
}
void Fl_WinAPI_Gl_Window_Driver::draw_string_legacy(const char* str, int n) {
draw_string_legacy_get_list(str, n);
}
int Fl_WinAPI_Gl_Window_Driver::genlistsize() {
return 0x10000;
}
void Fl_WinAPI_Gl_Window_Driver::gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize) {
if (!fl_fontsize->listbase) {
fl_fontsize->listbase = glGenLists(genlistsize());
}
glListBase(fl_fontsize->listbase);
}
void Fl_WinAPI_Gl_Window_Driver::get_list(Fl_Font_Descriptor *fd, int r) {
Fl_GDI_Font_Descriptor* gl_fd = (Fl_GDI_Font_Descriptor*)fd;
if (gl_fd->glok[r]) return;
gl_fd->glok[r] = 1;
unsigned int ii = r * 0x400;
HFONT oldFid = (HFONT)SelectObject((HDC)fl_graphics_driver->gc(), gl_fd->fid);
wglUseFontBitmapsW((HDC)fl_graphics_driver->gc(), ii, 0x400, gl_fd->listbase+ii);
SelectObject((HDC)fl_graphics_driver->gc(), oldFid);
}
#endif // HAVE_GL

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@ -0,0 +1,549 @@
//
// Class Fl_X11_Gl_Window_Driver for the Fast Light Tool Kit (FLTK).
//
// Copyright 2021 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
#include <config.h>
#if HAVE_GL
#include <FL/platform.H>
#include "../../Fl_Gl_Choice.H"
#include "../../Fl_Screen_Driver.H"
#include "../../Fl_Window_Driver.H"
#include "../../Fl_Gl_Window_Driver.H"
#include "../Xlib/Fl_Font.H"
#include "../Xlib/Fl_Xlib_Graphics_Driver.H"
# include <GL/glx.h>
# if ! defined(GLX_VERSION_1_3)
# typedef void *GLXFBConfig;
# endif
class Fl_X11_Gl_Window_Driver : public Fl_Gl_Window_Driver {
friend class Fl_Gl_Window_Driver;
Fl_X11_Gl_Window_Driver(Fl_Gl_Window *win) : Fl_Gl_Window_Driver(win) {}
virtual float pixels_per_unit();
virtual void before_show(int& need_after);
virtual int mode_(int m, const int *a);
virtual void swap_buffers();
virtual void resize(int is_a_resize, int w, int h);
virtual char swap_type();
virtual Fl_Gl_Choice *find(int m, const int *alistp);
virtual GLContext create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer = 0);
virtual void set_gl_context(Fl_Window* w, GLContext context);
virtual void delete_gl_context(GLContext);
#if HAVE_GL_OVERLAY
virtual void make_overlay(void *&o);
virtual int can_do_overlay();
virtual void hide_overlay();
virtual int overlay_color(Fl_Color i);
#endif
virtual void make_overlay_current();
virtual void redraw_overlay();
virtual void waitGL();
virtual void gl_visual(Fl_Gl_Choice*); // support for Fl::gl_visual()
virtual void gl_start();
virtual void draw_string_legacy(const char* str, int n);
virtual void gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize);
virtual void get_list(Fl_Font_Descriptor *fd, int r);
virtual int genlistsize();
#if !USE_XFT
virtual Fl_Font_Descriptor** fontnum_to_fontdescriptor(int fnum);
#endif
public:
static GLContext create_gl_context(XVisualInfo* vis);
};
// Describes crap needed to create a GLContext.
class Fl_X11_Gl_Choice : public Fl_Gl_Choice {
friend class Fl_X11_Gl_Window_Driver;
private:
XVisualInfo *vis; /* the visual to use */
Colormap colormap; /* a colormap for that visual */
GLXFBConfig best_fb;
public:
Fl_X11_Gl_Choice(int m, const int *alistp, Fl_Gl_Choice *n) : Fl_Gl_Choice(m, alistp, n) {
vis = NULL;
colormap = 0;
best_fb = NULL;
}
};
void Fl_X11_Gl_Window_Driver::draw_string_legacy(const char* str, int n) {
draw_string_legacy_get_list(str, n);
}
int Fl_X11_Gl_Window_Driver::genlistsize() {
#if USE_XFT
return 256;
#else
return 0x10000;
#endif
}
void Fl_X11_Gl_Window_Driver::gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize) {
/* This method should ONLY be triggered if our GL font texture pile mechanism
* is not working on this platform. This code might not reliably render glyphs
* from higher codepoints. */
if (!fl_fontsize->listbase) {
#if USE_XFT
/* Ideally, for XFT, we need a glXUseXftFont implementation here... But we
* do not have such a thing. Instead, we try to find a legacy Xlib font that
* matches the current XFT font and use that.
* Ideally, we never come here - we hope the texture pile implementation
* will work correctly so that XFT can render the face directly without the
* need for this workaround. */
XFontStruct *font = fl_xfont.value();
int base = font->min_char_or_byte2;
int count = font->max_char_or_byte2 - base + 1;
fl_fontsize->listbase = glGenLists(genlistsize());
glXUseXFont(font->fid, base, count, fl_fontsize->listbase+base);
#else
/* Not using XFT to render text - the legacy Xlib fonts can usually be rendered
* directly by using glXUseXFont mechanisms. */
fl_fontsize->listbase = glGenLists(genlistsize());
#endif // !USE_XFT
}
glListBase(fl_fontsize->listbase);
}
void Fl_X11_Gl_Window_Driver::get_list(Fl_Font_Descriptor *fd, int r) {
# if USE_XFT
/* We hope not to come here: We hope that any system using XFT will also
* have sufficient GL capability to support our font texture pile mechansim,
* allowing XFT to render the face directly. */
// Face already set by gl_bitmap_font in this case.
# else
Fl_Xlib_Font_Descriptor *gl_fd = (Fl_Xlib_Font_Descriptor*)fd;
if (gl_fd->glok[r]) return;
gl_fd->glok[r] = 1;
unsigned int ii = r * 0x400;
for (int i = 0; i < 0x400; i++) {
XFontStruct *font = NULL;
unsigned short id;
fl_XGetUtf8FontAndGlyph(gl_fd->font, ii, &font, &id);
if (font) glXUseXFont(font->fid, id, 1, gl_fd->listbase+ii);
ii++;
}
# endif
}
#if !USE_XFT
Fl_Font_Descriptor** Fl_X11_Gl_Window_Driver::fontnum_to_fontdescriptor(int fnum) {
Fl_Xlib_Fontdesc *s = ((Fl_Xlib_Fontdesc*)fl_fonts) + fnum;
return &(s->first);
}
#endif
static XVisualInfo *gl3_getvisual(const int *blist, GLXFBConfig *pbestFB)
{
int glx_major, glx_minor;
// FBConfigs were added in GLX version 1.3.
if ( !glXQueryVersion(fl_display, &glx_major, &glx_minor) ||
( ( glx_major == 1 ) && ( glx_minor < 3 ) ) || ( glx_major < 1 ) ) {
return NULL;
}
//printf( "Getting matching framebuffer configs\n" );
int fbcount;
GLXFBConfig* fbc = glXChooseFBConfig(fl_display, DefaultScreen(fl_display), blist, &fbcount);
if (!fbc) {
//printf( "Failed to retrieve a framebuffer config\n" );
return NULL;
}
//printf( "Found %d matching FB configs.\n", fbcount );
// Pick the FB config/visual with the most samples per pixel
int best_fbc = -1, worst_fbc = -1, best_num_samp = -1, worst_num_samp = 999;
for (int i = 0; i < fbcount; ++i)
{
XVisualInfo *vi = glXGetVisualFromFBConfig( fl_display, fbc[i] );
if (vi) {
int samp_buf, samples;
glXGetFBConfigAttrib(fl_display, fbc[i], GLX_SAMPLE_BUFFERS, &samp_buf);
glXGetFBConfigAttrib(fl_display, fbc[i], GLX_SAMPLES , &samples );
/*printf( " Matching fbconfig %d, visual ID 0x%2lx: SAMPLE_BUFFERS = %d, SAMPLES = %d\n",
i, vi -> visualid, samp_buf, samples );*/
if ( best_fbc < 0 || (samp_buf && samples > best_num_samp) )
best_fbc = i, best_num_samp = samples;
if ( worst_fbc < 0 || !samp_buf || samples < worst_num_samp )
worst_fbc = i, worst_num_samp = samples;
}
XFree(vi);
}
GLXFBConfig bestFbc = fbc[ best_fbc ];
// Be sure to free the FBConfig list allocated by glXChooseFBConfig()
XFree(fbc);
// Get a visual
XVisualInfo *vi = glXGetVisualFromFBConfig(fl_display, bestFbc);
*pbestFB = bestFbc;
return vi;
}
Fl_Gl_Choice *Fl_X11_Gl_Window_Driver::find(int m, const int *alistp)
{
Fl_X11_Gl_Choice *g = (Fl_X11_Gl_Choice*)Fl_Gl_Window_Driver::find_begin(m, alistp);
if (g) return g;
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 = NULL;
GLXFBConfig best_fb = NULL;
if (m & FL_OPENGL3) {
visp = gl3_getvisual((const int *)blist, &best_fb);
}
if (!visp) {
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;
}
}
g = new Fl_X11_Gl_Choice(m, alistp, first);
first = g;
g->vis = visp;
g->best_fb = best_fb;
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);
return g;
}
static bool ctxErrorOccurred = false;
static int ctxErrorHandler( Display *dpy, XErrorEvent *ev )
{
ctxErrorOccurred = true;
return 0;
}
GLContext Fl_X11_Gl_Window_Driver::create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer) {
GLContext shared_ctx = 0;
if (context_list && nContext) shared_ctx = context_list[0];
typedef GLContext (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLContext, Bool, const int*);
// It is not necessary to create or make current to a context before calling glXGetProcAddressARB
static glXCreateContextAttribsARBProc glXCreateContextAttribsARB =
#if defined(HAVE_GLXGETPROCADDRESSARB)
(glXCreateContextAttribsARBProc)glXGetProcAddressARB((const GLubyte *)"glXCreateContextAttribsARB");
#else
NULL;
#endif
GLContext ctx = 0;
// Check for the GLX_ARB_create_context extension string and the function.
// If either is not present, use GLX 1.3 context creation method.
const char *glxExts = glXQueryExtensionsString(fl_display, fl_screen);
if (((Fl_X11_Gl_Choice*)g)->best_fb && strstr(glxExts, "GLX_ARB_create_context") && glXCreateContextAttribsARB ) {
int context_attribs[] =
{
GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 2,
//GLX_CONTEXT_FLAGS_ARB , GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
//GLX_CONTEXT_PROFILE_MASK_ARB , GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
None
};
ctxErrorOccurred = false;
XErrorHandler oldHandler = XSetErrorHandler(&ctxErrorHandler);
ctx = glXCreateContextAttribsARB(fl_display, ((Fl_X11_Gl_Choice*)g)->best_fb, shared_ctx, true, context_attribs);
XSync(fl_display, false); // Sync to ensure any errors generated are processed.
if (ctxErrorOccurred) ctx = 0;
XSetErrorHandler(oldHandler);
}
if (!ctx) { // use OpenGL 1-style context creation
ctx = glXCreateContext(fl_display, ((Fl_X11_Gl_Choice*)g)->vis, shared_ctx, true);
}
if (ctx)
add_context(ctx);
//glXMakeCurrent(fl_display, fl_xid(window), ctx);printf("%s\n", glGetString(GL_VERSION));
return ctx;
}
GLContext Fl_X11_Gl_Window_Driver::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;
}
void Fl_X11_Gl_Window_Driver::set_gl_context(Fl_Window* w, GLContext context) {
if (context != cached_context || w != cached_window) {
cached_context = context;
cached_window = w;
glXMakeCurrent(fl_display, fl_xid(w), context);
}
}
void Fl_X11_Gl_Window_Driver::delete_gl_context(GLContext context) {
if (cached_context == context) {
cached_context = 0;
cached_window = 0;
glXMakeCurrent(fl_display, 0, 0);
}
glXDestroyContext(fl_display, context);
del_context(context);
}
void Fl_X11_Gl_Window_Driver::make_overlay_current() {
#if HAVE_GL_OVERLAY
if (overlay() != pWindow) {
((Fl_Gl_Window*)overlay())->make_current();
} else
#endif
glDrawBuffer(GL_FRONT);
}
void Fl_X11_Gl_Window_Driver::redraw_overlay() {
if (overlay() != pWindow)
((Fl_Gl_Window*)overlay())->redraw();
else
pWindow->damage(FL_DAMAGE_OVERLAY);
}
#if HAVE_GL_OVERLAY
// Methods on Fl_Gl_Window_Driver that create an overlay window.
// Under X this is done by creating another window, of class _Fl_Gl_Overlay
// which is a subclass of Fl_Gl_Window except it uses the overlay planes.
// A pointer to this is stored in the "overlay" pointer of the Fl_Gl_Window.
// If overlay hardware is unavailable, the overlay is
// "faked" by drawing into the main layers. This is indicated by
// setting overlay == this.
extern XVisualInfo *fl_find_overlay_visual();
extern XVisualInfo *fl_overlay_visual;
extern Colormap fl_overlay_colormap;
extern unsigned long fl_transparent_pixel;
//extern uchar fl_overlay;
int Fl_X11_Gl_Window_Driver::overlay_color(Fl_Color i) {
if (Fl_Xlib_Graphics_Driver::fl_overlay) {glIndexi(int(fl_xpixel(i))); return 1;}
return 0;
}
class _Fl_Gl_Overlay : public Fl_Gl_Window {
void flush();
void draw();
public:
void show();
_Fl_Gl_Overlay(int x, int y, int w, int h) :
Fl_Gl_Window(x,y,w,h) {
set_flag(INACTIVE);
}
};
void _Fl_Gl_Overlay::flush() {
make_current();
#ifdef BOXX_BUGS
// The BoXX overlay is broken and you must not call swap-buffers. This
// code will make it work, but we lose because machines that do support
// double-buffered overlays will blink when they don't have to
glDrawBuffer(GL_FRONT);
draw();
#else
draw();
swap_buffers();
#endif
glFlush();
valid(1);
}
void _Fl_Gl_Overlay::draw() {
if (!valid()) glClearIndex((GLfloat)fl_transparent_pixel);
if (damage() != FL_DAMAGE_EXPOSE) glClear(GL_COLOR_BUFFER_BIT);
Fl_Gl_Window *w = (Fl_Gl_Window *)parent();
uchar save_valid = w->valid();
w->valid(valid());
Fl_Xlib_Graphics_Driver::fl_overlay = 1;
w->gl_driver()->draw_overlay();
Fl_Xlib_Graphics_Driver::fl_overlay = 0;
valid(w->valid());
w->valid(save_valid);
}
void _Fl_Gl_Overlay::show() {
if (!shown()) {
fl_background_pixel = int(fl_transparent_pixel);
Fl_X::make_xid(this, fl_overlay_visual, fl_overlay_colormap);
fl_background_pixel = -1;
// find the outermost window to tell wm about the colormap:
Fl_Window *w = window();
for (;;) {Fl_Window *w1 = w->window(); if (!w1) break; w = w1;}
XSetWMColormapWindows(fl_display, fl_xid(w), &(Fl_X::i(this)->xid), 1);
context(Fl_X11_Gl_Window_Driver::create_gl_context(fl_overlay_visual), 1);
valid(0);
}
Fl_Gl_Window::show();
}
void Fl_X11_Gl_Window_Driver::hide_overlay() {
if (overlay() && overlay() != pWindow) ((Fl_Gl_Window*)overlay())->hide();
}
int Fl_X11_Gl_Window_Driver::can_do_overlay() {
return fl_find_overlay_visual() != 0;
}
void Fl_X11_Gl_Window_Driver::make_overlay(void *&current) {
if (current) return;
if (can_do_overlay()) {
_Fl_Gl_Overlay* o = new _Fl_Gl_Overlay(0, 0, pWindow->w(), pWindow->h());
current = o;
pWindow->add(*o);
o->show();
} else {
current = pWindow; // fake the overlay
}
}
#endif // HAVE_GL_OVERLAY
Fl_Gl_Window_Driver *Fl_Gl_Window_Driver::newGlWindowDriver(Fl_Gl_Window *w)
{
return new Fl_X11_Gl_Window_Driver(w);
}
void Fl_X11_Gl_Window_Driver::before_show(int&) {
Fl_X11_Gl_Choice *g = (Fl_X11_Gl_Choice*)this->g();
Fl_X::make_xid(pWindow, g->vis, g->colormap);
if (overlay() && overlay() != pWindow) ((Fl_Gl_Window*)overlay())->show();
}
float Fl_X11_Gl_Window_Driver::pixels_per_unit()
{
int ns = Fl_Window_Driver::driver(pWindow)->screen_num();
return Fl::screen_driver()->scale(ns);
}
int Fl_X11_Gl_Window_Driver::mode_(int m, const int *a) {
int oldmode = mode();
if (a) { // when the mode is set using the a array of system-dependent values, and if asking for double buffer,
// the FL_DOUBLE flag must be set in the mode_ member variable
const int *aa = a;
while (*aa) {
if (*(aa++) ==
GLX_DOUBLEBUFFER
) { m |= FL_DOUBLE; break; }
}
}
Fl_X11_Gl_Choice* oldg = (Fl_X11_Gl_Choice*)g();
pWindow->context(0);
mode(m); alist(a);
if (pWindow->shown()) {
g( find(m, a) );
// under X, if the visual changes we must make a new X window (yuck!):
Fl_X11_Gl_Choice* g = (Fl_X11_Gl_Choice*)this->g();
if (!g || g->vis->visualid != oldg->vis->visualid || (oldmode^m)&FL_DOUBLE) {
pWindow->hide();
pWindow->show();
}
} else {
g(0);
}
return 1;
}
void Fl_X11_Gl_Window_Driver::swap_buffers() {
glXSwapBuffers(fl_display, fl_xid(pWindow));
}
void Fl_X11_Gl_Window_Driver::resize(int is_a_resize, int W, int H) {
if (is_a_resize && !pWindow->resizable() && overlay() && overlay() != pWindow) {
((Fl_Gl_Window*)overlay())->resize(0,0,W,H);
}
}
char Fl_X11_Gl_Window_Driver::swap_type() {return copy;}
void Fl_X11_Gl_Window_Driver::waitGL() {
glXWaitGL();
}
void Fl_X11_Gl_Window_Driver::gl_visual(Fl_Gl_Choice *c) {
Fl_Gl_Window_Driver::gl_visual(c);
fl_visual = ((Fl_X11_Gl_Choice*)c)->vis;
fl_colormap = ((Fl_X11_Gl_Choice*)c)->colormap;
}
void Fl_X11_Gl_Window_Driver::gl_start() {
glXWaitX();
}
#endif // HAVE_GL

View File

@ -40,7 +40,6 @@ extern XVisualInfo *fl_find_overlay_visual();
extern XVisualInfo *fl_overlay_visual;
extern Colormap fl_overlay_colormap;
extern unsigned long fl_transparent_pixel;
extern uchar fl_overlay; // changes how fl_color(x) works
#endif
Window fl_window;
@ -595,13 +594,13 @@ void _Fl_Overlay::flush() {
#if defined(FLTK_USE_CAIRO)
if (Fl::cairo_autolink_context()) Fl::cairo_make_current(this); // capture gc changes automatically to update the cairo context adequately
#endif
fl_overlay = 1;
Fl_Xlib_Graphics_Driver::fl_overlay = 1;
Fl_Overlay_Window *w = (Fl_Overlay_Window *)parent();
Fl_X *myi = Fl_X::i(this);
if (damage() != FL_DAMAGE_EXPOSE) XClearWindow(fl_display, fl_xid(this));
fl_clip_region(myi->region); myi->region = 0;
w->draw_overlay();
fl_overlay = 0;
Fl_Xlib_Graphics_Driver::fl_overlay = 0;
}
#endif // HAVE_OVERLAY
@ -648,10 +647,10 @@ void Fl_X11_Window_Driver::flush_menu() {
// capture gc changes automatically to update the cairo context adequately
if(Fl::autolink_context()) Fl::cairo_make_current(fl_graphics_driver->gc());
# endif
fl_overlay = 1;
Fl_Xlib_Graphics_Driver::fl_overlay = 1;
fl_clip_region(myi->region); myi->region = 0; current(pWindow);
draw();
fl_overlay = 0;
Fl_Xlib_Graphics_Driver::fl_overlay = 0;
#else
flush_Fl_Window();
#endif

View File

@ -16,7 +16,6 @@
#include "../../config_lib.h"
#ifdef FL_CFG_GFX_XLIB
#include <FL/Fl_Copy_Surface.H>
#include <FL/Fl.H>
#include <FL/platform.H>
@ -91,5 +90,3 @@ void Fl_Xlib_Copy_Surface_Driver::translate(int x, int y) {
void Fl_Xlib_Copy_Surface_Driver::untranslate() {
((Fl_Xlib_Graphics_Driver*)driver())->untranslate_all();
}
#endif // FL_CFG_GFX_XLIB

View File

@ -116,6 +116,7 @@ public:
#if USE_XFT
static void destroy_xft_draw(Window id);
#endif
static int fl_overlay;
// --- bitmap stuff
Fl_Bitmask create_bitmask(int w, int h, const uchar *array);

View File

@ -39,6 +39,7 @@ Fl_Graphics_Driver *Fl_Graphics_Driver::newMainGraphicsDriver()
}
GC Fl_Xlib_Graphics_Driver::gc_ = NULL;
int Fl_Xlib_Graphics_Driver::fl_overlay = 0;
/* Reference to the current graphics context
For back-compatibility only. The preferred procedure to get this pointer is

View File

@ -96,16 +96,12 @@ static void figure_out_visual() {
# if HAVE_OVERLAY
/** HAVE_OVERLAY determines whether fl_xmap is one or two planes */
Fl_XColor fl_xmap[2][256];
/** HAVE_OVERLAY determines whether fl_overlay is variable or defined as 0 */
uchar fl_overlay;
Colormap fl_overlay_colormap;
XVisualInfo* fl_overlay_visual;
ulong fl_transparent_pixel;
# else
/** HAVE_OVERLAY determines whether fl_xmap is one or two planes */
Fl_XColor fl_xmap[1][256];
/** HAVE_OVERLAY determines whether fl_overlay is variable or defined as 0 */
# define fl_overlay 0
# endif
void Fl_Xlib_Graphics_Driver::color(Fl_Color i) {
@ -147,7 +143,7 @@ ulong fl_xpixel(uchar r,uchar g,uchar b) {
// find closest entry in the colormap:
Fl_Color i =
fl_color_cube(r*FL_NUM_RED/256,g*FL_NUM_GREEN/256,b*FL_NUM_BLUE/256);
Fl_XColor &xmap = fl_xmap[fl_overlay][i];
Fl_XColor &xmap = fl_xmap[Fl_Xlib_Graphics_Driver::fl_overlay][i];
if (xmap.mapped) return xmap.pixel;
// if not black or white, change the entry to be an exact match:
if (i != FL_COLOR_CUBE && i != 0xFF)
@ -198,7 +194,7 @@ ulong fl_xpixel(Fl_Color i) {
return fl_xpixel((i >> 24) & 255, (i >> 16) & 255, (i >> 8) & 255);
}
Fl_XColor &xmap = fl_xmap[fl_overlay][i];
Fl_XColor &xmap = fl_xmap[Fl_Xlib_Graphics_Driver::fl_overlay][i];
if (xmap.mapped) return xmap.pixel;
if (!beenhere) figure_out_visual();
@ -209,7 +205,7 @@ ulong fl_xpixel(Fl_Color i) {
# if USE_COLORMAP
Colormap colormap = fl_colormap;
# if HAVE_OVERLAY
if (fl_overlay) colormap = fl_overlay_colormap; else
if (Fl_Xlib_Graphics_Driver::fl_overlay) colormap = fl_overlay_colormap; else
# endif
if (fl_redmask) {
# endif
@ -227,9 +223,9 @@ ulong fl_xpixel(Fl_Color i) {
}
# if HAVE_OVERLAY
static XColor* ac[2];
XColor*& allcolors = ac[fl_overlay];
XColor*& allcolors = ac[Fl_Xlib_Graphics_Driver::fl_overlay];
static int nc[2];
int& numcolors = nc[fl_overlay];
int& numcolors = nc[Fl_Xlib_Graphics_Driver::fl_overlay];
# else
static XColor *allcolors;
static int numcolors;
@ -254,7 +250,7 @@ ulong fl_xpixel(Fl_Color i) {
// of round-trips to the X server, even though other programs may alter
// the colormap after this and make decisions here wrong.
# if HAVE_OVERLAY
if (fl_overlay) numcolors = fl_overlay_visual->colormap_size; else
if (Fl_Xlib_Graphics_Driver::fl_overlay) numcolors = fl_overlay_visual->colormap_size; else
# endif
numcolors = fl_visual->colormap_size;
if (!allcolors) allcolors = new XColor[numcolors];
@ -267,7 +263,7 @@ ulong fl_xpixel(Fl_Color i) {
unsigned int bestmatch = 0;
for (unsigned int n = numcolors; n--;) {
# if HAVE_OVERLAY
if (fl_overlay && n == fl_transparent_pixel) continue;
if (Fl_Xlib_Graphics_Driver::fl_overlay && n == fl_transparent_pixel) continue;
# endif
XColor &a = allcolors[n];
int d, t;

View File

@ -36,7 +36,6 @@
#if USE_OVERLAY
// Currently Xft does not work with colormapped visuals, so this probably
// does not work unless you have a true-color overlay.
extern bool fl_overlay;
extern Colormap fl_overlay_colormap;
extern XVisualInfo* fl_overlay_visual;
#endif

View File

@ -250,8 +250,6 @@ void gl_color(Fl_Color i) {
2) draw the texture using the current GL color.
*/
static float gl_scale = 1; // scaling factor between FLTK and GL drawing units: GL = FLTK * gl_scale
// manages a fifo pile of pre-computed string textures
class gl_texture_fifo {
friend class Fl_Gl_Window_Driver;
@ -301,7 +299,7 @@ int gl_texture_fifo::already_known(const char *str, int n)
for ( rank = 0; rank <= last; rank++) {
if ((fifo[rank].str_len == n) &&
(fifo[rank].fdesc == gl_fontsize) &&
(fifo[rank].scale == gl_scale) &&
(fifo[rank].scale == Fl_Gl_Window_Driver::gl_scale) &&
(memcmp(str, fifo[rank].utf8, n) == 0)) {
return rank;
}
@ -332,8 +330,8 @@ void gl_texture_fifo::display_texture(int rank)
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity ();
float winw = gl_scale * Fl_Window::current()->w();
float winh = gl_scale * Fl_Window::current()->h();
float winw = Fl_Gl_Window_Driver::gl_scale * Fl_Window::current()->w();
float winh = Fl_Gl_Window_Driver::gl_scale * Fl_Window::current()->h();
// GL_COLOR_BUFFER_BIT for glBlendFunc, GL_ENABLE_BIT for glEnable / glDisable
glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_COLOR_BUFFER_BIT);
glDisable (GL_DEPTH_TEST); // ensure text is not removed by depth buffer test.
@ -358,7 +356,7 @@ void gl_texture_fifo::display_texture(int rank)
//write the texture on screen
glBegin (GL_QUADS);
float ox = pos[0];
float oy = pos[1] + height - gl_scale * fl_descent();
float oy = pos[1] + height - Fl_Gl_Window_Driver::gl_scale * fl_descent();
glTexCoord2f (0.0f, 0.0f); // draw lower left in world coordinates
glVertex2f (ox, oy);
glTexCoord2f (0.0f, height); // draw upper left in world coordinates
@ -407,12 +405,12 @@ int gl_texture_fifo::compute_texture(const char* str, int n)
fifo[current].str_len = n; // record length of text in utf8
fl_graphics_driver->font_descriptor(gl_fontsize);
int w, h;
w = fl_width(fifo[current].utf8, n) * gl_scale;
w = fl_width(fifo[current].utf8, n) * Fl_Gl_Window_Driver::gl_scale;
// Hack - make w be aligned
w = (w + 3) & (~3);
h = fl_height() * gl_scale;
h = fl_height() * Fl_Gl_Window_Driver::gl_scale;
fifo[current].scale = gl_scale;
fifo[current].scale = Fl_Gl_Window_Driver::gl_scale;
fifo[current].fdesc = gl_fontsize;
char *alpha_buf = Fl_Gl_Window_Driver::global()->alpha_mask_for_string(str, n, w, h);
@ -628,173 +626,6 @@ void Fl_Gl_Window_Driver::draw_string_legacy_glut(const char* str, int n)
glRasterPos2d(objX, objY);
}
#if defined(FL_CFG_GFX_XLIB)
# include "drivers/Xlib/Fl_Font.H"
# include <FL/platform.H>
# include <GL/glx.h>
void Fl_X11_Gl_Window_Driver::draw_string_legacy(const char* str, int n) {
draw_string_legacy_get_list(str, n);
}
int Fl_X11_Gl_Window_Driver::genlistsize() {
#if USE_XFT
return 256;
#else
return 0x10000;
#endif
}
void Fl_X11_Gl_Window_Driver::gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize) {
/* This method should ONLY be triggered if our GL font texture pile mechanism
* is not working on this platform. This code might not reliably render glyphs
* from higher codepoints. */
if (!fl_fontsize->listbase) {
#if USE_XFT
/* Ideally, for XFT, we need a glXUseXftFont implementation here... But we
* do not have such a thing. Instead, we try to find a legacy Xlib font that
* matches the current XFT font and use that.
* Ideally, we never come here - we hope the texture pile implementation
* will work correctly so that XFT can render the face directly without the
* need for this workaround. */
XFontStruct *font = fl_xfont.value();
int base = font->min_char_or_byte2;
int count = font->max_char_or_byte2 - base + 1;
fl_fontsize->listbase = glGenLists(genlistsize());
glXUseXFont(font->fid, base, count, fl_fontsize->listbase+base);
#else
/* Not using XFT to render text - the legacy Xlib fonts can usually be rendered
* directly by using glXUseXFont mechanisms. */
fl_fontsize->listbase = glGenLists(genlistsize());
#endif // !USE_XFT
}
glListBase(fl_fontsize->listbase);
}
void Fl_X11_Gl_Window_Driver::get_list(Fl_Font_Descriptor *fd, int r) {
# if USE_XFT
/* We hope not to come here: We hope that any system using XFT will also
* have sufficient GL capability to support our font texture pile mechansim,
* allowing XFT to render the face directly. */
// Face already set by gl_bitmap_font in this case.
# else
Fl_Xlib_Font_Descriptor *gl_fd = (Fl_Xlib_Font_Descriptor*)fd;
if (gl_fd->glok[r]) return;
gl_fd->glok[r] = 1;
unsigned int ii = r * 0x400;
for (int i = 0; i < 0x400; i++) {
XFontStruct *font = NULL;
unsigned short id;
fl_XGetUtf8FontAndGlyph(gl_fd->font, ii, &font, &id);
if (font) glXUseXFont(font->fid, id, 1, gl_fd->listbase+ii);
ii++;
}
# endif
}
#if !USE_XFT
Fl_Font_Descriptor** Fl_X11_Gl_Window_Driver::fontnum_to_fontdescriptor(int fnum) {
Fl_Xlib_Fontdesc *s = ((Fl_Xlib_Fontdesc*)fl_fonts) + fnum;
return &(s->first);
}
#endif
#if HAVE_GL_OVERLAY
extern uchar fl_overlay;
int Fl_X11_Gl_Window_Driver::overlay_color(Fl_Color i) {
if (fl_overlay) {glIndexi(int(fl_xpixel(i))); return 1;}
return 0;
}
#endif // HAVE_GL_OVERLAY
#endif // FL_CFG_GFX_XLIB
#if defined(FL_CFG_GFX_GDI)
# include "drivers/GDI/Fl_Font.H"
void Fl_WinAPI_Gl_Window_Driver::draw_string_legacy(const char* str, int n) {
draw_string_legacy_get_list(str, n);
}
int Fl_WinAPI_Gl_Window_Driver::genlistsize() {
return 0x10000;
}
void Fl_WinAPI_Gl_Window_Driver::gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize) {
if (!fl_fontsize->listbase) {
fl_fontsize->listbase = glGenLists(genlistsize());
}
glListBase(fl_fontsize->listbase);
}
void Fl_WinAPI_Gl_Window_Driver::get_list(Fl_Font_Descriptor *fd, int r) {
Fl_GDI_Font_Descriptor* gl_fd = (Fl_GDI_Font_Descriptor*)fd;
if (gl_fd->glok[r]) return;
gl_fd->glok[r] = 1;
unsigned int ii = r * 0x400;
HFONT oldFid = (HFONT)SelectObject((HDC)fl_graphics_driver->gc(), gl_fd->fid);
wglUseFontBitmapsW((HDC)fl_graphics_driver->gc(), ii, 0x400, gl_fd->listbase+ii);
SelectObject((HDC)fl_graphics_driver->gc(), oldFid);
}
#if HAVE_GL_OVERLAY
extern uchar fl_overlay;
extern int fl_overlay_depth;
int Fl_WinAPI_Gl_Window_Driver::overlay_color(Fl_Color i) {
if (fl_overlay && fl_overlay_depth) {
if (fl_overlay_depth < 8) {
// only black & white produce the expected colors. This could
// be improved by fixing the colormap set in Fl_Gl_Overlay.cxx
int size = 1<<fl_overlay_depth;
if (!i) glIndexi(size-2);
else if (i >= size-2) glIndexi(size-1);
else glIndexi(i);
} else {
glIndexi(i ? i : FL_GRAY_RAMP);
}
return 1;
}
return 0;
}
#endif // HAVE_GL_OVERLAY
#endif // FL_CFG_GFX_GDI
#if defined(FL_CFG_GFX_QUARTZ)
#include <FL/platform.H>
#include <FL/Fl_Image_Surface.H>
/* Some old Apple hardware doesn't implement the GL_EXT_texture_rectangle extension.
For it, draw_string_legacy_glut() is used to draw text. */
char *Fl_Cocoa_Gl_Window_Driver::alpha_mask_for_string(const char *str, int n, int w, int h)
{
// write str to a bitmap just big enough
Fl_Image_Surface *surf = new Fl_Image_Surface(w, h);
Fl_Font f=fl_font(); Fl_Fontsize s=fl_size();
Fl_Surface_Device::push_current(surf);
fl_color(FL_WHITE);
fl_font(f, s * gl_scale);
fl_draw(str, n, 0, fl_height() - fl_descent());
// get the alpha channel only of the bitmap
char *alpha_buf = new char[w*h], *r = alpha_buf, *q;
q = (char*)CGBitmapContextGetData(surf->offscreen());
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
*r++ = *(q+3);
q += 4;
}
}
Fl_Surface_Device::pop_current();
delete surf;
return alpha_buf;
}
#endif // FL_CFG_GFX_QUARTZ
/**
\}
\endcond

View File

@ -37,21 +37,21 @@ class Fl_Gl_Choice;
#include <FL/Fl_Gl_Window.H>
#include "Fl_Gl_Window_Driver.H"
static GLContext context;
GLContext Fl_Gl_Window_Driver::gl_start_context;
static int clip_state_number=-1;
static int pw, ph;
float gl_start_scale = 1;
static Fl_Gl_Choice* gl_choice;
static Fl_Gl_Choice* gl_choice = NULL;
/** Creates an OpenGL context */
void gl_start() {
gl_start_scale = Fl_Display_Device::display_device()->driver()->scale();
if (!context) {
if (!Fl_Gl_Window_Driver::gl_start_context) {
if (!gl_choice) Fl::gl_visual(0);
context = Fl_Gl_Window_Driver::global()->create_gl_context(Fl_Window::current(), gl_choice);
Fl_Gl_Window_Driver::gl_start_context = Fl_Gl_Window_Driver::global()->create_gl_context(Fl_Window::current(), gl_choice);
}
Fl_Gl_Window_Driver::global()->set_gl_context(Fl_Window::current(), context);
Fl_Gl_Window_Driver::global()->set_gl_context(Fl_Window::current(), Fl_Gl_Window_Driver::gl_start_context);
Fl_Gl_Window_Driver::global()->gl_start();
if (pw != int(Fl_Window::current()->w() * gl_start_scale) || ph != int(Fl_Window::current()->h() * gl_start_scale)) {
pw = int(Fl_Window::current()->w() * gl_start_scale);
@ -94,32 +94,6 @@ void Fl_Gl_Window_Driver::gl_visual(Fl_Gl_Choice *c) {
gl_choice = c;
}
#ifdef FL_CFG_GFX_QUARTZ
#include "drivers/Cocoa/Fl_Cocoa_Window_Driver.H"
void Fl_Cocoa_Gl_Window_Driver::gl_start() {
Fl_Cocoa_Window_Driver::gl_start(context);
}
#endif
#ifdef FL_CFG_GFX_XLIB
#include <FL/platform.H>
#include "Fl_Gl_Choice.H"
void Fl_X11_Gl_Window_Driver::gl_visual(Fl_Gl_Choice *c) {
Fl_Gl_Window_Driver::gl_visual(c);
fl_visual = c->vis;
fl_colormap = c->colormap;
}
void Fl_X11_Gl_Window_Driver::gl_start() {
glXWaitX();
}
#endif // FL_CFG_GFX_XLIB
int Fl::gl_visual(int mode, int *alist) {
Fl_Gl_Choice *c = Fl_Gl_Window_Driver::global()->find(mode,alist);
if (!c) return 0;