fltk/src/Fl_Gl_Window.cxx
Michael R Sweet f7305675c4 More copyright updates.
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@4748 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
2006-01-15 02:26:54 +00:00

428 lines
11 KiB
C++

//
// "$Id$"
//
// OpenGL window code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2006 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 on the following page:
//
// http://www.fltk.org/str.php
//
#include "flstring.h"
#if HAVE_GL
#include <FL/Fl.H>
#include <FL/x.H>
#include "Fl_Gl_Choice.H"
#include <FL/Fl_Gl_Window.H>
#include <stdlib.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.
// Having not found any way to determine this from glx (or wgl) I have
// resorted to letting the user specify it with an environment variable,
// GL_SWAP_TYPE, it should be equal to one of these symbols:
// contents of back buffer after glXSwapBuffers():
#define UNDEFINED 1 // anything
#define SWAP 2 // former front buffer (same as unknown)
#define COPY 3 // unchanged
#define NODAMAGE 4 // unchanged even by X expose() events
static char SWAP_TYPE = 0 ; // 0 = determine it from environment variable
////////////////////////////////////////////////////////////////
int Fl_Gl_Window::can_do(int a, const int *b) {
return Fl_Gl_Choice::find(a,b) != 0;
}
void Fl_Gl_Window::show() {
if (!shown()) {
if (!g) {
g = Fl_Gl_Choice::find(mode_,alist);
if (!g && (mode_ & FL_DOUBLE) == FL_SINGLE) {
g = Fl_Gl_Choice::find(mode_ | FL_DOUBLE,alist);
if (g) mode_ |= FL_FAKE_SINGLE;
}
if (!g) {
Fl::error("Insufficient GL support");
return;
}
}
#if !defined(WIN32) && !defined(__APPLE__)
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;
#ifndef __APPLE__
int oldmode = mode_;
#endif // !__APPLE__
#if !defined(WIN32) && !defined(__APPLE__)
Fl_Gl_Choice* oldg = g;
#endif // !WIN32 && !__APPLE__
context(0);
mode_ = m; alist = a;
if (shown()) {
g = Fl_Gl_Choice::find(m, a);
#if defined(WIN32)
if (!g || (oldmode^m)&FL_DOUBLE) {
hide();
show();
}
#elif defined(__APPLE_QD__)
redraw();
#elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
redraw();
#else
// 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) {
hide();
show();
}
#endif
} else {
g = 0;
}
return 1;
}
#define NON_LOCAL_CONTEXT 0x80000000
void Fl_Gl_Window::make_current() {
// puts("Fl_Gl_Window::make_current()");
// printf("make_current: context_=%p\n", context_);
if (!context_) {
mode_ &= ~NON_LOCAL_CONTEXT;
context_ = fl_create_gl_context(this, g);
valid(0);
}
fl_set_gl_context(this, context_);
#ifdef __APPLE__
// Set the buffer rectangle here, since in resize() we won't have the
// correct parent window size to work with...
GLint xywh[4];
if (window()) {
xywh[0] = x();
xywh[1] = window()->h() - y() - h();
} else {
xywh[0] = 0;
xywh[1] = 0;
}
xywh[2] = w();
xywh[3] = h();
aglEnable(context_, AGL_BUFFER_RECT);
aglSetInteger(context_, AGL_BUFFER_RECT, xywh);
// printf("make_current: xywh=[%d %d %d %d]\n", xywh[0], xywh[1], xywh[2], xywh[3]);
#endif // __APPLE__
#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
if (mode_ & FL_FAKE_SINGLE) {
glDrawBuffer(GL_FRONT);
glReadBuffer(GL_FRONT);
}
current_ = this;
}
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
# if HAVE_GL_OVERLAY
// Do not swap the overlay, to match GLX:
BOOL ret = wglSwapLayerBuffers(Fl_X::i(this)->private_dc, WGL_SWAP_MAIN_PLANE);
DWORD err = GetLastError();;
# else
SwapBuffers(Fl_X::i(this)->private_dc);
# endif
#elif defined(__APPLE_QD__)
aglSwapBuffers((AGLContext)context_);
#elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
aglSwapBuffers((AGLContext)context_);
#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_;
#ifdef __APPLE_QD__
//: clear previous clipping in this shared port
GrafPtr port = GetWindowPort( fl_xid(this) );
Rect rect; SetRect( &rect, 0, 0, 0x7fff, 0x7fff );
GrafPtr old; GetPort( &old );
SetPort( port );
ClipRect( &rect );
SetPort( old );
#elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
//: clear previous clipping in this shared port
GrafPtr port = GetWindowPort( fl_xid(this) );
Rect rect; SetRect( &rect, 0, 0, 0x7fff, 0x7fff );
GrafPtr old; GetPort( &old );
SetPort( port );
ClipRect( &rect );
SetPort( old );
#endif
#if HAVE_GL_OVERLAY && defined(WIN32)
bool fixcursor = false; // for fixing the SGI 320 bug
// Draw into hardware overlay planes if they are damaged:
if (overlay && overlay != this
&& (damage()&(FL_DAMAGE_OVERLAY|FL_DAMAGE_EXPOSE) || !save_valid)) {
// SGI 320 messes up overlay with user-defined cursors:
if (Fl_X::i(this)->cursor && Fl_X::i(this)->cursor != fl_default_cursor) {
fixcursor = true; // make it restore cursor later
SetCursor(0);
}
fl_set_gl_context(this, (GLContext)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);
wglSwapLayerBuffers(Fl_X::i(this)->private_dc, WGL_SWAP_OVERLAY1);
// if only the overlay was damaged we are done, leave main layer alone:
if (damage() == FL_DAMAGE_OVERLAY) {
if (fixcursor) SetCursor(Fl_X::i(this)->cursor);
return;
}
}
#endif
make_current();
if (mode_ & FL_DOUBLE) {
glDrawBuffer(GL_BACK);
if (!SWAP_TYPE) {
#ifdef __APPLE_QD__
SWAP_TYPE = COPY;
#elif defined __APPLE_QUARTZ__
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
SWAP_TYPE = COPY;
#else
SWAP_TYPE = UNDEFINED;
#endif
const char* c = getenv("GL_SWAP_TYPE");
if (c) {
if (!strcmp(c,"COPY")) SWAP_TYPE = COPY;
else if (!strcmp(c, "NODAMAGE")) SWAP_TYPE = NODAMAGE;
else if (!strcmp(c, "SWAP")) SWAP_TYPE = SWAP;
}
}
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();
} else if (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 == UNDEFINED
// If we are faking the overlay, use CopyPixels to act like
// SWAP_TYPE == COPY. Otherwise overlay redraw is way too slow.
if (overlay == this) {
// 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 GLContext ortho_context = 0;
static Fl_Gl_Window* ortho_window = 0;
int orthoinit = !ortho_context;
if (orthoinit) ortho_context = fl_create_gl_context(this, g);
fl_set_gl_context(this, ortho_context);
if (orthoinit || !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 {
damage1_ = damage();
clear_damage(0xff); draw();
swap_buffers();
}
}
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) {
// printf("Fl_Gl_Window::resize(X=%d, Y=%d, W=%d, H=%d)\n", X, Y, W, H);
// printf("current: x()=%d, y()=%d, w()=%d, h()=%d\n", x(), y(), w(), h());
if (W != w() || H != h()) valid(0);
#ifdef __APPLE__
if (X != x() || Y != y() || W != w() || H != h()) aglUpdateContext(context_);
#elif !defined(WIN32)
if ((W != w() || H != h()) && !resizable() && overlay && overlay != this) {
((Fl_Gl_Window*)overlay)->resize(0,0,W,H);
}
#endif
Fl_Window::resize(X,Y,W,H);
}
void Fl_Gl_Window::context(void* v, int destroy_flag) {
if (context_ && !(mode_&NON_LOCAL_CONTEXT)) fl_delete_gl_context(context_);
context_ = (GLContext)v;
if (destroy_flag) mode_ &= ~NON_LOCAL_CONTEXT;
else mode_ |= NON_LOCAL_CONTEXT;
}
void Fl_Gl_Window::hide() {
context(0);
#if HAVE_GL_OVERLAY && defined(WIN32)
if (overlay && overlay != this) {
fl_delete_gl_context((GLContext)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;
valid_ = 0;
damage1_ = 0;
#if 0 // This breaks resizing on Linux/X11
int H = h();
h(1); // Make sure we actually do something in resize()...
resize(x(), y(), w(), H);
#endif // 0
}
void Fl_Gl_Window::draw_overlay() {}
#endif
//
// End of "$Id$".
//