// // "$Id: Fl_Gl_Window.cxx,v 1.12.2.19 2000/12/12 08:57:30 spitzak Exp $" // // OpenGL window code for the Fast Light Tool Kit (FLTK). // // Copyright 1998-2000 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@fltk.org". // #include #if HAVE_GL #include #include #include #include "Fl_Gl_Choice.H" #include #include //////////////////////////////////////////////////////////////// // 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 = 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 !defined(_WIN32) && !defined(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); #if !defined(_WIN32) && !defined(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; #if defined(_WIN32) || defined(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) { #if defined(_WIN32) || defined(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) || 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 (g->d) glDrawBuffer(GL_BACK); 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() { #if defined(_WIN32) || defined(WIN32) #if HAVE_GL_OVERLAY // Do not swap the overlay, to match GLX: wglSwapLayerBuffers(Fl_X::i(this)->private_dc, WGL_SWAP_MAIN_PLANE); #else SwapBuffers(Fl_X::i(this)->private_dc); #endif #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 defined(_WIN32) || defined(WIN32) // SGI 320 messes up overlay with user-defined cursors: bool fixcursor = Fl_X::i(this)->cursor && Fl_X::i(this)->cursor != fl_default_cursor; if (fixcursor) SetCursor(0); #endif #if HAVE_GL_OVERLAY && (defined(_WIN32) || defined(WIN32)) // Draw into hardware overlay planes: if (overlay && overlay != this && (damage()&(FL_DAMAGE_OVERLAY|FL_DAMAGE_EXPOSE) || !save_valid)) { 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); wglSwapLayerBuffers(Fl_X::i(this)->private_dc, WGL_SWAP_OVERLAY1); if (damage() == FL_DAMAGE_OVERLAY) { // main layer is undamaged if (fixcursor) SetCursor(Fl_X::i(this)->cursor); return; } } #endif make_current(); if (g->d) { if (!SWAP_TYPE) { SWAP_TYPE = UNDEFINED; const char* c = getenv("GL_SWAP_TYPE"); if (c) { if (!strcmp(c,"COPY")) SWAP_TYPE = COPY; else if (!strcmp(c, "NODAMAGE")) SWAP_TYPE = NODAMAGE; } } 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 GLXContext ortho_context = 0; static Fl_Gl_Window* ortho_window = 0; int init = !ortho_context; if (init) { #if defined(_WIN32) || defined(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 { damage1_ = damage(); clear_damage(~0); 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 defined(_WIN32) || 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); #if !defined(_WIN32) && !defined(WIN32) if (!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::hide() { if (context) { fl_no_gl_context(); if (context != fl_first_context) { #if defined(_WIN32) || defined(WIN32) wglDeleteContext((GLXContext)context); #else glXDestroyContext(fl_display, (GLXContext)context); #endif } // This causes incompatibility with some OpenGL libraries // I don't think this is not necessary in any case, right? //#ifdef GLX_MESA_release_buffers // glXReleaseBuffersMESA(fl_display, fl_xid(this)); //#endif context = 0; } #if HAVE_GL_OVERLAY && (defined(_WIN32) || 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; } void Fl_Gl_Window::draw_overlay() {} #endif // // End of "$Id: Fl_Gl_Window.cxx,v 1.12.2.19 2000/12/12 08:57:30 spitzak Exp $". //