?? fl_gl_window.cxx
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//// "$Id: Fl_Gl_Window.cxx,v 1.1.1.1 2003/08/07 21:18:40 jasonk Exp $"//// OpenGL window code for the Fast Light Tool Kit (FLTK).//// Copyright 1998-1999 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@easysw.com".//#include <config.h>#if HAVE_GL#include <FL/Fl.H>#include <FL/x.H>#include <FL/Fl_Gl_Window.H>#include "Fl_Gl_Choice.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.// The default of SWAP_SWAP works on an SGI, and will also work (but// is sub-optimal) on machines that should be SWAP_COPY or SWAP_NODAMAGE.// The win32 emulation of OpenGL can use COPY, but some (all?) OpenGL// cards use SWAP.// contents of back buffer after glXSwapBuffers():#define UNDEFINED 0 // unknown#define SWAP 1 // former front buffer#define COPY 2 // unchanged#define NODAMAGE 3 // unchanged even by X expose() events#ifdef MESA#define SWAP_TYPE NODAMAGE#else#define SWAP_TYPE SWAP#endif//// Windows may need a different color palette...//#if defined(WIN32) && HAVE_GLextern HPALETTE fl_gl_palette;#endif////////////////////////////////////////////////////////////////int Fl_Gl_Window::can_do(int a, const int *b) {#ifdef WIN32 Fl_Gl_Choice *g = Fl_Gl_Choice::find(a,b);/* Is this necessary? Don't all windows have the same support for pixel formats? HWND w = GetDesktopWindow(); HDC dc = GetDC(w);*/ if (!fl_gc) fl_GetDC(0); int r = ChoosePixelFormat(fl_gc, &g->pfd); return r != 0;#else return Fl_Gl_Choice::find(a,b) != 0;#endif}void Fl_Gl_Window::show() {#ifndef 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);#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; mode_ = m; alist = a;#ifdef 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) {#ifdef 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) && USE_COLORMAP if (fl_palette) { fl_GetDC(fl_xid(this)); SelectPalette(fl_gc, fl_palette, FALSE); RealizePalette(fl_gc); }#endif // USE_COLORMAP glDrawBuffer(GL_BACK);}void Fl_Gl_Window::ortho() { int p[2]; glGetIntegerv(GL_MAX_VIEWPORT_DIMS, p); glLoadIdentity(); glViewport(w()-p[0], h()-p[1], p[0], p[1]); glOrtho(w()-p[0], w(), h()-p[1], h(), -1, 1);}void Fl_Gl_Window::swap_buffers() {#ifdef WIN32 SwapBuffers(Fl_X::i(this)->private_dc);#else glXSwapBuffers(fl_display, fl_xid(this));#endif}#if HAVE_GL_OVERLAY#ifdef WIN32uchar fl_overlay; // changes how fl_color() works#endif#endifvoid Fl_Gl_Window::flush() { make_current();#if HAVE_GL_OVERLAY#ifdef WIN32 uchar save_valid = valid_; if (overlay && overlay!= this && damage() == FL_DAMAGE_OVERLAY) goto DRAW_OVERLAY_ONLY;#endif#endif if (g->d) {#if SWAP_TYPE == NODAMAGE // don't draw if only overlay damage or expose events: if ((damage()&~(FL_DAMAGE_OVERLAY|FL_DAMAGE_EXPOSE)) || !valid()) draw(); swap_buffers();#elif SWAP_TYPE == COPY // don't draw if only the overlay is damaged: if (damage() != FL_DAMAGE_OVERLAY || !valid()) draw(); swap_buffers();#else // SWAP_TYPE == SWAP || SWAP_TYPE == UNDEFINED if (overlay == this) { // Use CopyPixels to act like SWAP_TYPE == COPY // don't draw if only the overlay is damaged: if (damage1_ || damage() != FL_DAMAGE_OVERLAY || !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; int init = !ortho_context;#ifdef WIN32 if (init) ortho_context = wglCreateContext(Fl_X::i(this)->private_dc);#else if (init) ortho_context = glXCreateContext(fl_display,g->vis,fl_first_context,1);#endif fl_set_gl_context(this, ortho_context); if (init) { glDisable(GL_DEPTH_TEST); glReadBuffer(GL_BACK); glDrawBuffer(GL_FRONT); } glCopyPixels(0,0,w(),h(),GL_COLOR); make_current(); // set current context back to draw overlay damage1_ = 0; } else {#if SWAP_TYPE == SWAP uchar old_damage = damage(); clear_damage(damage1_|old_damage); draw(); swap_buffers(); damage1_ = old_damage;#else // SWAP_TYPE == UNDEFINED clear_damage(~0); draw(); swap_buffers(); damage1_ = ~0;#endif }#endif 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#ifdef WIN32 if (overlay && overlay != this) { DRAW_OVERLAY_ONLY: valid_ = save_valid; fl_set_gl_context(this, (GLXContext)overlay); glDisable(GL_SCISSOR_TEST); fl_overlay = 1; glClear(GL_COLOR_BUFFER_BIT); draw_overlay(); wglSwapLayerBuffers(Fl_X::i(this)->private_dc,WGL_SWAP_OVERLAY1); fl_overlay = 0; }#endif#endif valid(1);}void Fl_Gl_Window::resize(int X,int Y,int W,int H) { if (W != w() || H != h()) valid(0); Fl_Window::resize(X,Y,W,H);}void Fl_Gl_Window::hide() { if (context) { fl_no_gl_context();#ifdef WIN32 if (context && context != fl_first_context) wglDeleteContext((GLXContext)context); g = 0;#else if (context != fl_first_context) glXDestroyContext(fl_display, (GLXContext)context);#ifdef GLX_MESA_release_buffers glXReleaseBuffersMESA(fl_display, fl_xid(this));#endif#endif context = 0; } 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; damage1_ = 0;}void Fl_Gl_Window::draw_overlay() {}#endif//// End of "$Id: Fl_Gl_Window.cxx,v 1.1.1.1 2003/08/07 21:18:40 jasonk Exp $".//
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