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-rw-r--r--src/drivers/WinAPI/Fl_WinAPI_Gl_Window_Driver.cxx404
1 files changed, 404 insertions, 0 deletions
diff --git a/src/drivers/WinAPI/Fl_WinAPI_Gl_Window_Driver.cxx b/src/drivers/WinAPI/Fl_WinAPI_Gl_Window_Driver.cxx
new file mode 100644
index 000000000..1dbc9f77d
--- /dev/null
+++ b/src/drivers/WinAPI/Fl_WinAPI_Gl_Window_Driver.cxx
@@ -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