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path: root/src/Fl_Gl_Window.cxx
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//
// "$Id: Fl_Gl_Window.cxx 4748 2006-01-15 02:26:54Z mike $"
//
// 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: Fl_Gl_Window.cxx 4748 2006-01-15 02:26:54Z mike $".
//