1c399af444
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@4288 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
135 lines
3.9 KiB
C++
135 lines
3.9 KiB
C++
//
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// "$Id$"
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//
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// OpenGL context routines for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2005 by Bill Spitzak and others.
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
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// USA.
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//
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// Please report all bugs and problems on the following page:
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//
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// http://www.fltk.org/str.php
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//
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// You MUST use gl_visual() to select the default visual before doing
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// show() of any windows. Mesa will crash if you try to use a visual
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// not returned by glxChooseVisual.
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// This does not work with Fl_Double_Window's! It will try to draw
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// into the front buffer. Depending on the system this will either
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// crash or do nothing (when pixmaps are being used as back buffer
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// and GL is being done by hardware), work correctly (when GL is done
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// with software, such as Mesa), or draw into the front buffer and
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// be erased when the buffers are swapped (when double buffer hardware
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// is being used)
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#include <config.h>
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#if HAVE_GL
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#include <FL/Fl.H>
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#include <FL/Fl_Window.H>
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#include <FL/x.H>
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#include <FL/fl_draw.H>
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#include "Fl_Gl_Choice.H"
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extern int fl_clip_state_number; // in fl_rect.cxx
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static GLContext context;
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static int clip_state_number=-1;
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static int pw, ph;
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#ifdef WIN32
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static Fl_Gl_Choice* gl_choice;
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#endif
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#ifdef __APPLE__
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static Fl_Gl_Choice* gl_choice;
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#endif
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Fl_Region XRectangleRegion(int x, int y, int w, int h); // in fl_rect.cxx
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void gl_start() {
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if (!context) {
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#ifdef WIN32
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if (!gl_choice) Fl::gl_visual(0);
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context = fl_create_gl_context(Fl_Window::current(), gl_choice);
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#elif defined(__APPLE_QD__)
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// \todo Mac : We need to check the code and verify it with Apple Sample code. The 'shiny'-test should at least work with the software OpenGL emulator
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context = fl_create_gl_context(Fl_Window::current(), gl_choice);
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#elif defined(__APPLE_QUARTZ__)
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// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
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context = fl_create_gl_context(Fl_Window::current(), gl_choice);
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#else
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context = fl_create_gl_context(fl_visual);
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#endif
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}
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fl_set_gl_context(Fl_Window::current(), context);
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#if !defined(WIN32) && !defined(__APPLE__)
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glXWaitX();
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#endif
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if (pw != Fl_Window::current()->w() || ph != Fl_Window::current()->h()) {
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pw = Fl_Window::current()->w();
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ph = Fl_Window::current()->h();
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glLoadIdentity();
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glViewport(0, 0, pw, ph);
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glOrtho(0, pw, 0, ph, -1, 1);
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glDrawBuffer(GL_FRONT);
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}
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if (clip_state_number != fl_clip_state_number) {
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clip_state_number = fl_clip_state_number;
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int x, y, w, h;
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if (fl_clip_box(0, 0, Fl_Window::current()->w(), Fl_Window::current()->h(),
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x, y, w, h)) {
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fl_clip_region(XRectangleRegion(x,y,w,h));
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glScissor(x, Fl_Window::current()->h()-(y+h), w, h);
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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}
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void gl_finish() {
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glFlush();
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#if !defined(WIN32) && !defined(__APPLE__)
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glXWaitGL();
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#endif
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}
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int Fl::gl_visual(int mode, int *alist) {
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Fl_Gl_Choice *c = Fl_Gl_Choice::find(mode,alist);
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if (!c) return 0;
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#ifdef WIN32
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gl_choice = c;
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#elif defined(__APPLE_QD__)
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gl_choice = c;
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#elif defined(__APPLE_QUARTZ__)
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// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
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gl_choice = c;
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#else
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fl_visual = c->vis;
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fl_colormap = c->colormap;
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#endif
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return 1;
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}
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#endif
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//
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// End of "$Id$".
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//
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