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Fl_Gl_Choice.cxx
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Fl_Gl_Choice.cxx
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//
// "$Id$"
//
// OpenGL visual selection 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:
//
// https://www.fltk.org/str.php
//
#include <config.h>
#if HAVE_GL
#include "GlChoice.h"
#include <fltk/visual.h>
#include <stdlib.h>
using namespace fltk;
static GlChoice* first;
GlChoice* GlChoice::find(int mode) {
GlChoice* g;
for (g = first; g; g = g->next) if (g->mode == mode) return g;
#ifdef _WIN32
// Replacement for ChoosePixelFormat() that finds one with an overlay
// if possible:
HDC dc = getDC();
int pixelFormat = 0;
PIXELFORMATDESCRIPTOR chosen_pfd;
for (int i = 1; ; i++) {
PIXELFORMATDESCRIPTOR pfd;
if (!DescribePixelFormat(dc, 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 != ((mode&INDEXED_COLOR)?1:0)) continue;
if ((mode & ALPHA_BUFFER) && !pfd.cAlphaBits) continue;
if ((mode & ACCUM_BUFFER) && !pfd.cAccumBits) continue;
if ((!(mode & DOUBLE_BUFFER)) != (!(pfd.dwFlags & PFD_DOUBLEBUFFER))) continue;
if ((!(mode & STEREO)) != (!(pfd.dwFlags & PFD_STEREO))) continue;
if ((mode & DEPTH_BUFFER) && !pfd.cDepthBits) continue;
if ((mode & STENCIL_BUFFER) && !pfd.cStencilBits) continue;
// see if better than the one we have already:
if (pixelFormat) {
// offering overlay is better:
if (!(chosen_pfd.bReserved & 15) && (pfd.bReserved & 15)) {}
// otherwise more bit planes is better:
else if (chosen_pfd.cColorBits < pfd.cColorBits) {}
else continue;
}
pixelFormat = i;
chosen_pfd = pfd;
}
if (!pixelFormat) return 0;
#elif defined(__APPLE__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
const int *blist;
int list[32];
int n = 0;
if (mode & INDEXED_COLOR) {
list[n++] = AGL_BUFFER_SIZE;
list[n++] = 8; // glut tries many sizes, but this should work...
} else {
list[n++] = AGL_RGBA;
list[n++] = AGL_GREEN_SIZE;
list[n++] = (mode & RGB24_COLOR) ? 8 : 1;
if (mode & ALPHA_BUFFER) {
list[n++] = AGL_ALPHA_SIZE;
list[n++] = (mode & RGB24_COLOR) ? 8 : 1;
}
if (mode & ACCUM_BUFFER) {
list[n++] = AGL_ACCUM_GREEN_SIZE;
list[n++] = 1;
if (mode & ALPHA_BUFFER) {
list[n++] = AGL_ACCUM_ALPHA_SIZE;
list[n++] = 1;
}
}
}
if (mode & DOUBLE_BUFFER) {
list[n++] = AGL_DOUBLEBUFFER;
}
if (mode & DEPTH_BUFFER) {
list[n++] = AGL_DEPTH_SIZE; list[n++] = 24;
}
if (mode & STENCIL_BUFFER) {
list[n++] = AGL_STENCIL_SIZE; list[n++] = 1;
}
# ifdef AGL_STEREO
if (mode & STEREO) {
list[n++] = AGL_STEREO;
}
# endif
list[n] = AGL_NONE;
blist = list;
open_display();
AGLPixelFormat fmt = aglChoosePixelFormat(NULL, 0, (GLint*)blist);
if (!fmt) return 0;
#else
int list[32];
int n = 0;
if (mode & INDEXED_COLOR) {
list[n++] = GLX_BUFFER_SIZE;
list[n++] = 8; // glut tries many sizes, but this should work...
} else {
list[n++] = GLX_RGBA;
list[n++] = GLX_GREEN_SIZE;
const int bits = (mode & RGB24_COLOR) ? 8 : 1;
list[n++] = bits;
if (mode & ALPHA_BUFFER) {
list[n++] = GLX_ALPHA_SIZE;
list[n++] = bits;
}
if (mode & ACCUM_BUFFER) {
list[n++] = GLX_ACCUM_GREEN_SIZE;
list[n++] = bits;
if (mode & ALPHA_BUFFER) {
list[n++] = GLX_ACCUM_ALPHA_SIZE;
list[n++] = bits;
}
}
}
if (mode & DOUBLE_BUFFER) {
list[n++] = GLX_DOUBLEBUFFER;
}
if (mode & DEPTH_BUFFER) {
list[n++] = GLX_DEPTH_SIZE; list[n++] = 1;
}
if (mode & STENCIL_BUFFER) {
list[n++] = GLX_STENCIL_SIZE; list[n++] = 1;
}
if (mode & STEREO) {
list[n++] = GLX_STEREO;
}
#if defined(GLX_VERSION_1_1) && defined(GLX_SGIS_multisample)
if (mode & MULTISAMPLE) {
list[n++] = GLX_SAMPLES_SGIS;
list[n++] = 4; // value Glut uses
}
#endif
list[n] = 0;
open_display();
#if 0 // force it to use a specific visual number, for testing
XVisualInfo templt;
templt.visualid = 0x34; // use glxinfo to list these numbers
int num;
XVisualInfo *vis=XGetVisualInfo(xdisplay, VisualIDMask, &templt, &num);
#else
XVisualInfo* vis = glXChooseVisual(xdisplay, xscreen, list);
#endif
if (!vis) {
# if defined(GLX_VERSION_1_1) && defined(GLX_SGIS_multisample)
if (mode&MULTISAMPLE) return find(mode&~MULTISAMPLE);
# endif
return 0;
}
#endif
g = new GlChoice;
g->mode = mode;
g->next = first;
first = g;
#ifdef _WIN32
g->pixelFormat = pixelFormat;
g->pfd = chosen_pfd;
#elif defined(__APPLE__)
g->pixelformat = fmt;
#else
g->vis = vis;
if (/*MaxCmapsOfScreen(ScreenOfDisplay(xdisplay,xscreen))==1 && */
vis->visualid == xvisual->visualid &&
!getenv("MESA_PRIVATE_CMAP"))
g->colormap = xcolormap;
else
g->colormap = XCreateColormap(xdisplay, RootWindow(xdisplay,xscreen),
vis->visual, AllocNone);
#endif
return g;
}
static GLContext first_context;
#if USE_X11
// Define this to destroy all OpenGL contexts at exit to try to fix NVidia crashes
#define DESTROY_ON_EXIT 0
#if DESTROY_ON_EXIT
static struct Contexts {
GLContext context;
struct Contexts* next;
} * context_list;
static void destructor() {
if (xdisplay && first_context) {
first_context = 0;
for (Contexts* p = context_list; p; p = p->next) {
glXDestroyContext(xdisplay, p->context);
}
context_list = 0;
XFlush(xdisplay);
}
}
#endif
GLContext fltk::create_gl_context(XVisualInfo* vis) {
GLContext context;
#if 0 // enable OpenGL3 support if possible
// This is disabled because it does not work on SUSE11 with NVidia cards.
// I tried all the visuals and none worked. Error is returned when attempts
// are made to use the context:
// XRequest.144: BadAlloc (insufficient resources for operation) 0x1e00006
// XRequest.144: GLXBadContext 0x1e00006
// XRequest.144: GLXBadDrawable 0x1e00004
typedef GLXFBConfig (*PFNGLXGETFBCONFIGFROMVISUALSGIXPROC)(
Display *dpy,
XVisualInfo *vis );
typedef GLXContext (*PFNGLXCREATECONTEXTATTRIBSARB)(
Display *dpy,
GLXFBConfig config,
GLXContext share_context,
Bool direct,
const int *attrib_list);
PFNGLXGETFBCONFIGFROMVISUALSGIXPROC glXGetFBConfigFromVisualSGIX = (PFNGLXGETFBCONFIGFROMVISUALSGIXPROC)
glXGetProcAddress((const GLubyte *) "glXGetFBConfigFromVisualSGIX");
PFNGLXCREATECONTEXTATTRIBSARB glXCreateContextAttribsARB =
(PFNGLXCREATECONTEXTATTRIBSARB) glXGetProcAddress((const GLubyte *) "glXCreateContextAttribsARB");
if (glXGetFBConfigFromVisualSGIX && glXCreateContextAttribsARB) {
printf("A\n");
// printf("Success!\n");
GLXFBConfig c = glXGetFBConfigFromVisualSGIX(xdisplay, vis);
printf("B\n");
# define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
# define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
int arr2[] = { GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 0, None };
context = glXCreateContextAttribsARB(xdisplay, c, first_context, True, arr2);
printf("C\n");
} else
#endif
context = glXCreateContext(xdisplay, vis, first_context, 1);
#if DESTROY_ON_EXIT
Contexts* p = new Contexts;
p->context = context;
p->next = context_list;
context_list = p;
#endif
if (!first_context) {
first_context = context;
#if DESTROY_ON_EXIT
atexit(::destructor);
#endif
}
return context;
}
#elif defined(_WIN32)
GLContext fltk::create_gl_context(const Window* window, const GlChoice* g, int layer) {
CreatedWindow* i = CreatedWindow::find(window);
SetPixelFormat(i->dc, g->pixelFormat, &g->pfd);
GLContext context =
layer ? wglCreateLayerContext(i->dc, layer) : wglCreateContext(i->dc);
if (context) {
if (first_context) wglShareLists(first_context, context);
else first_context = context;
}
return context;
}
#elif defined(__APPLE__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
GLContext fltk::create_gl_context(const Window* window, const GlChoice* g, int layer) {
GLContext context;
context = aglCreateContext(g->pixelformat, first_context);
if (!context) return 0;
if (!first_context) first_context = context;
return context;
}
#endif
GLContext fl_current_glcontext;
static const Window* cached_window;
void fltk::set_gl_context(const Window* window, GLContext context) {
if (context != fl_current_glcontext || window != cached_window) {
fl_current_glcontext = context;
cached_window = window;
#if USE_X11
if (first_context) glXMakeCurrent(xdisplay, xid(window), context);
#elif defined(_WIN32)
wglMakeCurrent(CreatedWindow::find(window)->dc, context);
#elif defined(__APPLE__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
if ( window->parent() ) {
// Calculate rectangle for the subwindow
// Unfortunatly this controls the origin as well as the drawable
// area, so only clipping on the top and right is supported.
//++ this gets called a lot if we have more than one GL buffer... .
fltk::Rectangle r(*window);
Widget* p = window->parent();
for (;; p = p->parent()) {
if (r.y() < 0) r.set_y(0); // clip top
if (r.r() > p->w()) r.set_r(p->w()); // clip right
if (!p->parent()) break;
r.move(p->x(), p->y());
}
GLint rect[] = { r.x(), p->h()-r.b(), r.w(), r.h() };
aglSetInteger( context, AGL_BUFFER_RECT, rect );
aglEnable( context, AGL_BUFFER_RECT );
}
aglSetDrawable(context, GetWindowPort( xid(window) ) );
aglSetCurrentContext(context);
#endif
# if USE_GLEW
static bool beenhere = false;
if (!beenhere) {
beenhere = true;
glewExperimental = GL_TRUE;
glewInit();
}
# endif
}
}
void fltk::no_gl_context() {
#if USE_X11
glXMakeCurrent(xdisplay, 0, 0);
#elif defined(_WIN32)
wglMakeCurrent(0, 0);
#elif defined(__APPLE__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
if (fl_current_glcontext) aglSetCurrentContext(0);
#endif
fl_current_glcontext = 0;
cached_window = 0;
}
void fltk::delete_gl_context(GLContext context) {
if (fl_current_glcontext == context) no_gl_context();
if (context != first_context) {
#if USE_X11
if (first_context) {
glXDestroyContext(xdisplay, context);
#if DESTROY_ON_EXIT
Contexts** p = &context_list;
Contexts* q = *p;
while (q && q->context != context) {
p = &(q->next);
q = *p;
}
if (q) {*p = q->next; delete q;}
#endif
}
#elif defined(_WIN32)
wglDeleteContext(context);
#elif defined(__APPLE__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
aglSetDrawable( context, NULL );
aglDestroyContext( context );
#endif
}
}
#endif
//
// End of "$Id$".
//