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//
// "$Id$"
//
// OpenGL window code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2016 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:
//
// http://www.fltk.org/COPYING.php
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
#include "flstring.h"
#include "config_lib.h"
#if HAVE_GL
extern int fl_gl_load_plugin;
#include <FL/Fl.H>
#include <FL/Fl_Graphics_Driver.H>
#include <FL/x.H>
#include "Fl_Gl_Choice.H"
#ifdef __APPLE__ // PORTME: platform OpenGL management
#include <FL/gl.h>
#include <OpenGL/OpenGL.h>
#endif
#include <FL/Fl_Gl_Window.H>
#include <FL/Fl_Device.H>
#include <stdlib.h>
#include <FL/fl_utf8.h>
#include "drivers/OpenGL/Fl_OpenGL_Display_Device.H"
#if defined(WIN32) || defined(__APPLE__) // PORTME: platform OpenGL management
#elif defined(FL_PORTING)
# pragma message "FL_PORTING: implement the creation and destruction of OpenGL surfaces"
#else
#endif
////////////////////////////////////////////////////////////////
// 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
////////////////////////////////////////////////////////////////
/** Returns non-zero if the hardware supports the given or current OpenGL mode. */
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(__APPLE__) // PORTME: platform OpenGL management
int need_redraw = 0;
#endif
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__) // PORTME: platform OpenGL management
Fl_X::make_xid(this, g->vis, g->colormap);
if (overlay && overlay != this) ((Fl_Gl_Window*)overlay)->show();
#elif defined(__APPLE__) // PORTME: platform OpenGL management
if( ! parent() ) need_redraw=1;
#endif
}
Fl_Window::show();
#ifdef __APPLE__ // PORTME: platform OpenGL management
set_visible();
if(need_redraw) redraw();//necessary only after creation of a top-level GL window
#endif /* __APPLE__ */ // PORTME: platform OpenGL management
}
#if defined(__APPLE__) // PORTME: platform OpenGL management
int Fl_Gl_Window::pixels_per_unit()
{
return (fl_mac_os_version >= 100700 && Fl::use_high_res_GL() && Fl_X::i(this) && Fl_X::i(this)->mapped_to_retina()) ? 2 : 1;
}
#endif // __APPLE__ // PORTME: platform OpenGL management
/**
The invalidate() method turns off valid() and is
equivalent to calling value(0).
*/
void Fl_Gl_Window::invalidate() {
valid(0);
context_valid(0);
#ifndef WIN32
if (overlay) {
((Fl_Gl_Window*)overlay)->valid(0);
((Fl_Gl_Window*)overlay)->context_valid(0);
}
#endif
}
int Fl_Gl_Window::mode(int m, const int *a) {
if (m == mode_ && a == alist) return 0;
#ifndef __APPLE__ // PORTME: platform OpenGL management
int oldmode = mode_;
#endif
#if defined(__APPLE__) || defined(USE_X11) // PORTME: platform OpenGL management
if (a) { // when the mode is set using the a array of system-dependent values, and if asking for double buffer,
// the FL_DOUBLE flag must be set in the mode_ member variable
const int *aa = a;
while (*aa) {
if (*(aa++) ==
# if defined(__APPLE__) // PORTME: platform OpenGL management
kCGLPFADoubleBuffer
# else
GLX_DOUBLEBUFFER
# endif
) { m |= FL_DOUBLE; break; }
}
}
#endif // !__APPLE__ // PORTME: platform OpenGL management
#if !defined(WIN32) && !defined(__APPLE__) // PORTME: platform OpenGL management
Fl_Gl_Choice* oldg = g;
#endif // !WIN32 && !__APPLE__ // PORTME: platform OpenGL management
context(0);
mode_ = m; alist = a;
if (shown()) {
g = Fl_Gl_Choice::find(m, a);
#if defined(USE_X11)
// 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();
}
#elif defined(WIN32)
if (!g || (oldmode^m)&(FL_DOUBLE|FL_STEREO)) {
hide();
show();
}
#elif defined(__APPLE_QUARTZ__) // PORTME: platform OpenGL management
redraw();
#else
# error unsupported platform
#endif
} else {
g = 0;
}
return 1;
}
#define NON_LOCAL_CONTEXT 0x80000000
/**
The make_current() method selects the OpenGL context for the
widget. It is called automatically prior to the draw() method
being called and can also be used to implement feedback and/or
selection within the handle() method.
*/
void Fl_Gl_Window::make_current() {
// puts("Fl_Gl_Window::make_current()");
// printf("make_current: context_=%p\n", context_);
#if defined(__APPLE__) // PORTME: platform OpenGL management
// detect if the window was moved between low and high resolution displays
if (Fl_X::i(this)->changed_resolution()){
Fl_X::i(this)->changed_resolution(false);
invalidate();
Fl_X::GLcontext_update(context_);
}
#endif
if (!context_) {
mode_ &= ~NON_LOCAL_CONTEXT;
context_ = fl_create_gl_context(this, g);
valid(0);
context_valid(0);
}
fl_set_gl_context(this, context_);
#if defined(WIN32) && USE_COLORMAP
if (fl_palette) {
fl_GetDC(fl_xid(this));
SelectPalette((HDC)fl_graphics_driver->gc(), fl_palette, FALSE);
RealizePalette((HDC)fl_graphics_driver->gc());
}
#endif // USE_COLORMAP
if (mode_ & FL_FAKE_SINGLE) {
glDrawBuffer(GL_FRONT);
glReadBuffer(GL_FRONT);
}
current_ = this;
}
/**
Sets the projection so 0,0 is in the lower left of the window and each
pixel is 1 unit wide/tall. If you are drawing 2D images, your
draw() method may want to call this if valid() is false.
*/
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(pixel_w()-v[0], pixel_h()-v[1], v[0], v[1]);
glOrtho(pixel_w()-v[0], pixel_w(), pixel_h()-v[1], pixel_h(), -1, 1);
#endif
}
/**
The swap_buffers() method swaps the back and front buffers.
It is called automatically after the draw() method is called.
*/
void Fl_Gl_Window::swap_buffers() {
#if defined(USE_X11)
glXSwapBuffers(fl_display, fl_xid(this));
#elif defined(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_QUARTZ__) // PORTME: platform OpenGL management
if(overlay != NULL) {
// STR# 2944 [1]
// Save matrixmode/proj/modelview/rasterpos before doing overlay.
//
int wo=pixel_w(), ho=pixel_h();
GLint matrixmode;
GLfloat pos[4];
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glGetFloatv(GL_CURRENT_RASTER_POSITION, pos); // save original glRasterPos
glMatrixMode(GL_PROJECTION); // save proj/model matrices
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(2.0f/wo, 2.0f/ho, 1.0f);
glTranslatef(-wo/2.0f, -ho/2.0f, 0.0f); // set transform so 0,0 is bottom/left of Gl_Window
glRasterPos2i(0,0); // set glRasterPos to bottom left corner
{
// Emulate overlay by doing copypixels
glReadBuffer(GL_BACK);
glDrawBuffer(GL_FRONT);
glCopyPixels(0, 0, wo, ho, GL_COLOR); // copy GL_BACK to GL_FRONT
}
glPopMatrix(); // GL_MODELVIEW // restore model/proj matrices
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(matrixmode);
glRasterPos3f(pos[0], pos[1], pos[2]); // restore original glRasterPos
}
/* // nothing to do here under Cocoa because [NSOpenGLContext -flushBuffer] done later replaces it
else
aglSwapBuffers((AGLContext)context_);
*/
#else
# error unsupported platform
#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() {
if (!shown()) return;
uchar save_valid = valid_f_ & 1;
#if HAVE_GL_OVERLAY && defined(WIN32)
uchar save_valid_f = valid_f_;
#endif
#if HAVE_GL_OVERLAY && defined(WIN32)
// Draw into hardware overlay planes if they are damaged:
if (overlay && overlay != this
&& (damage()&(FL_DAMAGE_OVERLAY|FL_DAMAGE_EXPOSE) || !save_valid)) {
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_f_ = save_valid_f;
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) {
return;
}
}
#endif
make_current();
if (mode_ & FL_DOUBLE) {
glDrawBuffer(GL_BACK);
if (!SWAP_TYPE) {
#if defined (__APPLE_QUARTZ__) || defined (USE_X11) // PORTME: platform OpenGL management
SWAP_TYPE = COPY;
#else
SWAP_TYPE = UNDEFINED;
#endif
const char* c = fl_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;
else SWAP_TYPE = UNDEFINED;
}
}
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 if (SWAP_TYPE == SWAP){
damage(FL_DAMAGE_ALL);
draw();
if (overlay == this) draw_overlay();
swap_buffers();
} else if (SWAP_TYPE == UNDEFINED){ // 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 separate 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, pixel_w(), pixel_h());
glOrtho(0, pixel_w(), 0, pixel_h(), -1, 1);
glRasterPos2i(0,0);
ortho_window = this;
}
glCopyPixels(0,0,pixel_w(),pixel_h(),GL_COLOR);
make_current(); // set current context back to draw overlay
damage1_ = 0;
} else {
damage1_ = damage();
clear_damage(0xff); draw();
swap_buffers();
}
}
#ifdef __APPLE__ // PORTME: platform OpenGL management
Fl_X::GLcontext_flushbuffer(context_);
#endif
if (overlay==this && SWAP_TYPE != SWAP) { // 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();
}
valid(1);
context_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());
int is_a_resize = (W != Fl_Widget::w() || H != Fl_Widget::h());
if (is_a_resize) valid(0);
#ifdef __APPLE__ // PORTME: platform OpenGL management
Fl_X *flx = Fl_X::i(this);
if (flx && flx->in_windowDidResize()) Fl_X::GLcontext_update(context_);
#endif
#if ! ( defined(__APPLE__) || defined(WIN32) ) // PORTME: platform OpenGL management
if (is_a_resize && !resizable() && overlay && overlay != this) {
((Fl_Gl_Window*)overlay)->resize(0,0,W,H);
}
#endif
Fl_Window::resize(X,Y,W,H);
}
/**
Sets a pointer to the GLContext that this window is using.
This is a system-dependent structure, but it is portable to copy
the context from one window to another. You can also set it to NULL,
which will force FLTK to recreate the context the next time make_current()
is called, this is useful for getting around bugs in OpenGL implementations.
If <i>destroy_flag</i> is true the context will be destroyed by
fltk when the window is destroyed, or when the mode() is changed,
or the next time context(x) is called.
*/
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;
}
/**
Hides the window and destroys the OpenGL 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();
}
/**
The destructor removes the widget and destroys the OpenGL context
associated with it.
*/
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_f_ = 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
}
/**
You must implement this virtual function if you want to draw into the
overlay. The overlay is cleared before this is called. You should
draw anything that is not clear using OpenGL. You must use
gl_color(i) to choose colors (it allocates them from the colormap
using system-specific calls), and remember that you are in an indexed
OpenGL mode and drawing anything other than flat-shaded will probably
not work.
Both this function and Fl_Gl_Window::draw() should check
Fl_Gl_Window::valid() and set the same transformation. If you
don't your code may not work on other systems. Depending on the OS,
and on whether overlays are real or simulated, the OpenGL context may
be the same or different between the overlay and main window.
*/
void Fl_Gl_Window::draw_overlay() {}
#endif
/**
You \e \b must subclass Fl_Gl_Window and provide an implementation for
draw(). You may also provide an implementation of draw_overlay()
if you want to draw into the overlay planes. You can avoid
reinitializing the viewport and lights and other things by checking
valid() at the start of draw() and only doing the
initialization if it is false.
The draw() method can <I>only</I> use OpenGL calls. Do not
attempt to call X, any of the functions in <FL/fl_draw.H>, or glX
directly. Do not call gl_start() or gl_finish().
If double-buffering is enabled in the window, the back and front
buffers are swapped after this function is completed.
*/
void Fl_Gl_Window::draw() {
#ifdef FL_CFG_GFX_OPENGL
Fl_Surface_Device *prev_device = Fl_Surface_Device::surface();
Fl_OpenGL_Display_Device::display_device()->set_current();
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glLoadIdentity();
glOrtho(-0.5, w()-0.5, h()-0.5, -0.5, -1, 1);
// glOrtho(0, w(), h(), 0, -1, 1);
glLineWidth((GLfloat)pixels_per_unit()); // should be 1 or 2 (2 if highres OpenGL)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // FIXME: push on state stack
glEnable(GL_BLEND); // FIXME: push on state stack
Fl_Window::draw();
glPopMatrix();
glPushAttrib(GL_ENABLE_BIT);
prev_device->set_current();
#else
Fl::fatal("Fl_Gl_Window::draw() *must* be overriden. Please refer to the documentation.");
#endif
}
/**
Handle some FLTK events as needed.
*/
int Fl_Gl_Window::handle(int event)
{
return Fl_Window::handle(event);
}
// don't remove me! this serves only to force linking of Fl_Gl_Device_Plugin.o
int Fl_Gl_Window::gl_plugin_linkage() {
return fl_gl_load_plugin;
}
//
// End of "$Id$".
//
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