// // "$Id: Fl_Gl_Window.cxx,v 1.12.2.10 2000/04/07 16:55:46 bill Exp $" // // OpenGL window code for the Fast Light Tool Kit (FLTK). // // Copyright 1998-1999 by Bill Spitzak and others. // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Library General Public // License as published by the Free Software Foundation; either // version 2 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Library General Public License for more details. // // You should have received a copy of the GNU Library General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 // USA. // // Please report all bugs and problems to "fltk-bugs@easysw.com". // #include #if HAVE_GL #include #include #include #include "Fl_Gl_Choice.H" //////////////////////////////////////////////////////////////// // The symbol SWAP_TYPE defines what is in the back buffer after doing // a glXSwapBuffers(). // The OpenGl documentation says that the contents of the backbuffer // are "undefined" after glXSwapBuffers(). However, if we know what // is in the backbuffers then we can save a good deal of time. For // this reason you can define some symbols to describe what is left in // the back buffer. // The default of SWAP_SWAP works on an SGI, and will also work (but // is sub-optimal) on machines that should be SWAP_COPY or SWAP_NODAMAGE. // The win32 emulation of OpenGL can use COPY, but some (all?) OpenGL // cards use SWAP. // contents of back buffer after glXSwapBuffers(): #define UNDEFINED 0 // unknown #define SWAP 1 // former front buffer #define COPY 2 // unchanged #define NODAMAGE 3 // unchanged even by X expose() events #ifdef MESA #define SWAP_TYPE NODAMAGE #else #define SWAP_TYPE SWAP #endif //////////////////////////////////////////////////////////////// int Fl_Gl_Window::can_do(int a, const int *b) { return Fl_Gl_Choice::find(a,b) != 0; } void Fl_Gl_Window::show() { #ifndef _WIN32 if (!shown()) { if (!g) { g = Fl_Gl_Choice::find(mode_,alist); if (!g) {Fl::error("Insufficient GL support"); return;} } Fl_X::make_xid(this, g->vis, g->colormap); if (overlay && overlay != this) ((Fl_Gl_Window*)overlay)->show(); } #endif Fl_Window::show(); } void Fl_Gl_Window::invalidate() { valid(0); #ifndef _WIN32 if (overlay) ((Fl_Gl_Window*)overlay)->valid(0); #endif } int Fl_Gl_Window::mode(int m, const int *a) { if (m == mode_ && a == alist) return 0; mode_ = m; alist = a; #ifdef _WIN32 // destroy context and g: if (shown()) {hide(); show();} #else // under X, if the visual changes we must make a new X window (!): if (shown()) { Fl_Gl_Choice *g1 = g; g = Fl_Gl_Choice::find(mode_,alist); if (!g || g->vis->visualid != g1->vis->visualid || g->d != g1->d) { hide(); show(); } } #endif return 1; } void Fl_Gl_Window::make_current() { if (!context) { #ifdef _WIN32 context = wglCreateContext(fl_private_dc(this, mode_,&g)); if (fl_first_context) wglShareLists(fl_first_context, (GLXContext)context); else fl_first_context = (GLXContext)context; #else context = glXCreateContext(fl_display, g->vis, fl_first_context, 1); if (!fl_first_context) fl_first_context = (GLXContext)context; #endif valid(0); } fl_set_gl_context(this, (GLXContext)context); #if defined(_WIN32) && USE_COLORMAP if (fl_palette) { fl_GetDC(fl_xid(this)); SelectPalette(fl_gc, fl_palette, FALSE); RealizePalette(fl_gc); } #endif // USE_COLORMAP glDrawBuffer(GL_BACK); } void Fl_Gl_Window::ortho() { // Alpha NT seems to have a broken OpenGL that does not like negative coords: #ifdef _M_ALPHA glLoadIdentity(); glViewport(0, 0, w(), h()); glOrtho(0, w(), 0, h(), -1, 1); #else GLint v[2]; glGetIntegerv(GL_MAX_VIEWPORT_DIMS, v); glLoadIdentity(); glViewport(w()-v[0], h()-v[1], v[0], v[1]); glOrtho(w()-v[0], w(), h()-v[1], h(), -1, 1); #endif } void Fl_Gl_Window::swap_buffers() { #ifdef _WIN32 SwapBuffers(Fl_X::i(this)->private_dc); #else glXSwapBuffers(fl_display, fl_xid(this)); #endif } #if HAVE_GL_OVERLAY && defined(_WIN32) uchar fl_overlay; // changes how fl_color() works int fl_overlay_depth = 0; #endif void Fl_Gl_Window::flush() { uchar save_valid = valid_; #if HAVE_GL_OVERLAY && defined(_WIN32) bool fixcursor = false; if (overlay && overlay != this && ((damage()&(FL_DAMAGE_OVERLAY|FL_DAMAGE_ALL|FL_DAMAGE_EXPOSE)) || !save_valid)) { // SGI 320 messes up overlay over singlebuffer fixcursor = !g->d; if (fixcursor) SetCursor(0); // Draw into hardware overlay planes fl_set_gl_context(this, (GLXContext)overlay); if (fl_overlay_depth) wglRealizeLayerPalette(Fl_X::i(this)->private_dc, 1, TRUE); glDisable(GL_SCISSOR_TEST); glClear(GL_COLOR_BUFFER_BIT); fl_overlay = 1; draw_overlay(); fl_overlay = 0; valid(save_valid); if (damage() == FL_DAMAGE_OVERLAY) { wglSwapLayerBuffers(Fl_X::i(this)->private_dc,WGL_SWAP_OVERLAY1); if (fixcursor) SetCursor(Fl_X::i(this)->cursor); return; } } #endif make_current(); if (g->d) { #if SWAP_TYPE == NODAMAGE // don't draw if only overlay damage or expose events: if ((damage()&~(FL_DAMAGE_OVERLAY|FL_DAMAGE_EXPOSE)) || !save_valid) draw(); swap_buffers(); #elif SWAP_TYPE == COPY // don't draw if only the overlay is damaged: if (damage() != FL_DAMAGE_OVERLAY || !save_valid) draw(); swap_buffers(); #else // SWAP_TYPE == SWAP || SWAP_TYPE == UNDEFINED if (overlay == this) { // Use CopyPixels to act like SWAP_TYPE == COPY // don't draw if only the overlay is damaged: if (damage1_ || damage() != FL_DAMAGE_OVERLAY || !save_valid) draw(); // we use a seperate context for the copy because rasterpos must be 0 // and depth test needs to be off: static GLXContext ortho_context = 0; static Fl_Gl_Window* ortho_window = 0; int init = !ortho_context; if (init) { #ifdef _WIN32 ortho_context = wglCreateContext(Fl_X::i(this)->private_dc); #else ortho_context = glXCreateContext(fl_display,g->vis,fl_first_context,1); #endif } fl_set_gl_context(this, ortho_context); if (init || !save_valid || ortho_window != this) { glDisable(GL_DEPTH_TEST); glReadBuffer(GL_BACK); glDrawBuffer(GL_FRONT); glLoadIdentity(); glViewport(0, 0, w(), h()); glOrtho(0, w(), 0, h(), -1, 1); glRasterPos2i(0,0); ortho_window = this; } glCopyPixels(0,0,w(),h(),GL_COLOR); make_current(); // set current context back to draw overlay damage1_ = 0; } else { #if SWAP_TYPE == SWAP uchar old_damage = damage(); clear_damage(damage1_|old_damage); draw(); swap_buffers(); damage1_ = old_damage; #else // SWAP_TYPE == UNDEFINED clear_damage(~0); draw(); swap_buffers(); damage1_ = ~0; #endif } #endif if (overlay==this) { // fake overlay in front buffer glDrawBuffer(GL_FRONT); draw_overlay(); glDrawBuffer(GL_BACK); glFlush(); } } else { // single-buffered context is simpler: draw(); if (overlay == this) draw_overlay(); glFlush(); #if HAVE_GL_OVERLAY && defined(_WIN32) if (fixcursor) SetCursor(Fl_X::i(this)->cursor); #endif } valid(1); } void Fl_Gl_Window::resize(int X,int Y,int W,int H) { if (W != w() || H != h()) valid(0); Fl_Window::resize(X,Y,W,H); } void Fl_Gl_Window::hide() { if (context) { fl_no_gl_context(); if (context != fl_first_context) { #ifdef _WIN32 wglDeleteContext((GLXContext)context); #else glXDestroyContext(fl_display, (GLXContext)context); #endif } #ifdef GLX_MESA_release_buffers glXReleaseBuffersMESA(fl_display, fl_xid(this)); #endif context = 0; } #if HAVE_GL_OVERLAY && defined(_WIN32) if (overlay && overlay != this && (GLXContext)overlay != fl_first_context) { wglDeleteContext((GLXContext)overlay); overlay = 0; } #endif Fl_Window::hide(); } Fl_Gl_Window::~Fl_Gl_Window() { hide(); // delete overlay; this is done by ~Fl_Group } void Fl_Gl_Window::init() { end(); // we probably don't want any children box(FL_NO_BOX); mode_ = FL_RGB | FL_DEPTH | FL_DOUBLE; alist = 0; context = 0; g = 0; overlay = 0; damage1_ = 0; } void Fl_Gl_Window::draw_overlay() {} #endif // // End of "$Id: Fl_Gl_Window.cxx,v 1.12.2.10 2000/04/07 16:55:46 bill Exp $". //