Extended Mac OS support of gl_draw() functions to old Apple hardware that does not

implement the GL_EXT_texture_rectangle extension.


git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@10852 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
This commit is contained in:
Manolo Gouy 2015-09-03 17:29:25 +00:00
parent 298c734201
commit 6242bf0513
1 changed files with 77 additions and 57 deletions

View File

@ -36,10 +36,6 @@
#include "Xutf8.h"
#endif
#ifdef __APPLE__
static int gl_scale = 1; // set to 2 for high resolution Fl_Gl_Window
#endif
/** Returns the current font's height */
int gl_height() {return fl_height();}
/** Returns the current font's descent */
@ -326,13 +322,22 @@ void gl_draw_image(const uchar* b, int x, int y, int w, int h, int d, int ld) {
}
#if __APPLE__ || defined(FL_DOXYGEN)
/* Text drawing to an OpenGL scene under Mac OS X is implemented using textures, as recommended by Apple.
This allows to use any font at any size, and any Unicode character.
Some old Apple hardware doesn't implement the required GL_EXT_texture_rectangle extension.
For these, glutStrokeString() is used to draw text. In that case, it's possible to vary text size,
but not text font, and only ASCII characters can be drawn.
*/
#if MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_4
#define kCGBitmapByteOrder32Host 0
#define GL_TEXTURE_RECTANGLE_ARB GL_TEXTURE_RECTANGLE_EXT
#endif
static int gl_scale = 1; // set to 2 for high resolution Fl_Gl_Window
static int has_texture_rectangle = 0; // true means GL_EXT_texture_rectangle is available
#include <FL/glu.h> // for gluUnProject()
#include <FL/glu.h> // for gluUnProject() and gluCheckExtension()
#include <FL/glut.H> // for glutStrokeString() and glutStrokeLength()
// manages a fifo pile of pre-computed string textures
class gl_texture_fifo {
@ -343,14 +348,14 @@ private:
char *utf8; //its text
Fl_Font_Descriptor *fdesc; // its font
int width; // its width
int height; // its height
float ratio; // used without rectangle texture
int scale; // 1 or 2 for low/high resolution
} data;
data *fifo; // array of pile elements
int size_; // pile height
int current; // the oldest texture to have entered the pile
int last; // pile top
int textures_generated; // true iff glGenTextures has been called
int textures_generated; // true after glGenTextures has been called
void display_texture(int rank);
int compute_texture(const char* str, int n);
int already_known(const char *str, int n);
@ -391,34 +396,44 @@ void gl_texture_fifo::display_texture(int rank)
glLoadIdentity ();
float winw = gl_scale * Fl_Window::current()->w();
float winh = gl_scale * Fl_Window::current()->h();
glScalef (2.0f / winw, 2.0f / winh, 1.0f);
glTranslatef (-winw / 2.0f, -winh / 2.0f, 0.0f);
//write the texture on screen
GLfloat pos[4];
glGetFloatv(GL_CURRENT_RASTER_POSITION, pos);
CGRect bounds = CGRectMake (pos[0], pos[1] - gl_scale*fl_descent(), fifo[rank].width, fifo[rank].height);
// 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.
glEnable (GL_BLEND); // for text fading
glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // ditto
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glDisable(GL_LIGHTING);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fifo[rank].texName);
glBegin (GL_QUADS);
glTexCoord2f (0.0f, 0.0f); // draw lower left in world coordinates
glVertex2f (bounds.origin.x, bounds.origin.y);
glTexCoord2f (0.0f, fifo[rank].height); // draw upper left in world coordinates
glVertex2f (bounds.origin.x, bounds.origin.y + bounds.size.height);
glTexCoord2f (fifo[rank].width, fifo[rank].height); // draw upper right in world coordinates
glVertex2f (bounds.origin.x + bounds.size.width, bounds.origin.y + bounds.size.height);
glTexCoord2f (fifo[rank].width, 0.0f); // draw lower right in world coordinates
glVertex2f (bounds.origin.x + bounds.size.width, bounds.origin.y);
glEnd ();
GLfloat pos[4];
glGetFloatv(GL_CURRENT_RASTER_POSITION, pos);
float R = 2;
if (!has_texture_rectangle) {
R *= fifo[rank].ratio;
}
glScalef (R/winw, R/winh, 1.0f);
glTranslatef (-winw/R, -winh/R, 0.0f);
if (has_texture_rectangle) {
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fifo[rank].texName);
GLint height;
glGetTexLevelParameteriv(GL_TEXTURE_RECTANGLE_ARB, 0, GL_TEXTURE_HEIGHT, &height);
CGRect bounds = CGRectMake (pos[0], pos[1] - gl_scale*fl_descent(), fifo[rank].width, height);
//write the texture on screen
glBegin (GL_QUADS);
glTexCoord2f (0.0f, 0.0f); // draw lower left in world coordinates
glVertex2f (bounds.origin.x, bounds.origin.y);
glTexCoord2f (0.0f, height); // draw upper left in world coordinates
glVertex2f (bounds.origin.x, bounds.origin.y + bounds.size.height);
glTexCoord2f (fifo[rank].width, height); // draw upper right in world coordinates
glVertex2f (bounds.origin.x + bounds.size.width, bounds.origin.y + bounds.size.height);
glTexCoord2f (fifo[rank].width, 0.0f); // draw lower right in world coordinates
glVertex2f (bounds.origin.x + bounds.size.width, bounds.origin.y);
glEnd ();
} else {
glTranslatef(pos[0]*2/R, pos[1]*2/R, 0.0);
glutStrokeString(GLUT_STROKE_ROMAN, (uchar*)fifo[rank].utf8);
}
glPopAttrib();
// reset original matrices
@ -445,41 +460,45 @@ int gl_texture_fifo::compute_texture(const char* str, int n)
{
current = (current + 1) % size_;
if (current > last) last = current;
//write str to a bitmap just big enough
if ( fifo[current].utf8 ) free(fifo[current].utf8);
fifo[current].utf8 = (char *)malloc(n + 1);
memcpy(fifo[current].utf8, str, n);
fifo[current].utf8[n] = 0;
fifo[current].width = 0, fifo[current].height = 0;
fl_graphics_driver->font_descriptor(gl_fontsize);
fl_measure(fifo[current].utf8, fifo[current].width, fifo[current].height, 0);
int h;
fl_measure(fifo[current].utf8, fifo[current].width, h, 0);
fifo[current].width *= gl_scale;
fifo[current].height *= gl_scale;
h *= gl_scale;
fifo[current].scale = gl_scale;
CGColorSpaceRef lut = CGColorSpaceCreateDeviceRGB();
void *base = NULL;
if (fl_mac_os_version < 100600) base = calloc(4*fifo[current].width, fifo[current].height);
CGContextRef save_gc = fl_gc;
fl_gc = CGBitmapContextCreate(base, fifo[current].width, fifo[current].height, 8, fifo[current].width*4, lut,
(CGBitmapInfo)(kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host));
CGColorSpaceRelease(lut);
GLfloat colors[4];
glGetFloatv(GL_CURRENT_COLOR, colors);
fl_color((uchar)(colors[0]*255), (uchar)(colors[1]*255), (uchar)(colors[2]*255));
CGContextTranslateCTM(fl_gc, 0, fifo[current].height - gl_scale*fl_descent());
CGContextScaleCTM(fl_gc, gl_scale, gl_scale);
fl_draw(str, n, 0, 0);
//put this bitmap in a texture
glPushAttrib(GL_TEXTURE_BIT);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fifo[current].texName);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, fifo[current].width);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, fifo[current].width, fifo[current].height, 0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, CGBitmapContextGetData(fl_gc));
glPopAttrib();
CGContextRelease(fl_gc);
fl_gc = save_gc;
if (base) free(base);
fifo[current].fdesc = gl_fontsize;
if (has_texture_rectangle) {
//write str to a bitmap just big enough
CGColorSpaceRef lut = CGColorSpaceCreateDeviceRGB();
void *base = NULL;
if (fl_mac_os_version < 100600) base = calloc(4*fifo[current].width, h);
CGContextRef save_gc = fl_gc;
fl_gc = CGBitmapContextCreate(base, fifo[current].width, h, 8, fifo[current].width*4, lut,
(CGBitmapInfo)(kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host));
CGColorSpaceRelease(lut);
GLfloat colors[4];
glGetFloatv(GL_CURRENT_COLOR, colors);
fl_color((uchar)(colors[0]*255), (uchar)(colors[1]*255), (uchar)(colors[2]*255));
CGContextTranslateCTM(fl_gc, 0, h - gl_scale*fl_descent());
CGContextScaleCTM(fl_gc, gl_scale, gl_scale);
fl_draw(str, n, 0, 0);
//put this bitmap in a texture
glPushAttrib(GL_TEXTURE_BIT);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fifo[current].texName);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, fifo[current].width);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, fifo[current].width, h, 0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, CGBitmapContextGetData(fl_gc));
glPopAttrib();
CGContextRelease(fl_gc);
fl_gc = save_gc;
if (base) free(base);
} else {
fifo[current].ratio = float(fifo[current].width)/glutStrokeLength(GLUT_STROKE_ROMAN, (uchar*)fifo[current].utf8);
}
return current;
}
@ -503,7 +522,8 @@ static void gl_draw_textures(const char* str, int n)
//fprintf(stderr,"gl_scale=%d\n",gl_scale);
if (! gl_fifo) gl_fifo = new gl_texture_fifo();
if (!gl_fifo->textures_generated) {
for (int i = 0; i < gl_fifo->size_; i++) glGenTextures (1, &(gl_fifo->fifo[i].texName));
has_texture_rectangle = gluCheckExtension((GLubyte*)"GL_EXT_texture_rectangle", glGetString(GL_EXTENSIONS));
if (has_texture_rectangle) for (int i = 0; i < gl_fifo->size_; i++) glGenTextures(1, &(gl_fifo->fifo[i].texName));
gl_fifo->textures_generated = 1;
}
int rank = gl_fifo->already_known(str, n);