405 lines
13 KiB
C++
405 lines
13 KiB
C++
//
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// Class Fl_WinAPI_Gl_Window_Driver for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 2021 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// https://www.fltk.org/COPYING.php
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//
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// Please see the following page on how to report bugs and issues:
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//
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// https://www.fltk.org/bugs.php
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//
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#include <config.h>
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#if HAVE_GL
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#include <FL/platform.H>
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#include "../../Fl_Screen_Driver.H"
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#include <FL/gl.h>
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#include "../../Fl_Gl_Window_Driver.H"
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#include "../../Fl_Gl_Choice.H"
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#include "Fl_WinAPI_Window_Driver.H"
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#include "../GDI/Fl_Font.H"
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extern void fl_save_dc(HWND, HDC);
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// STR #3119: select pixel format with composition support
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// ... and no more than 32 color bits (8 bits/color)
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// Ref: PixelFormatDescriptor Object
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// https://msdn.microsoft.com/en-us/library/cc231189.aspx
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#if !defined(PFD_SUPPORT_COMPOSITION)
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# define PFD_SUPPORT_COMPOSITION (0x8000)
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#endif
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#define DEBUG_PFD (0) // 1 = PFD selection debug output, 0 = no debug output
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class Fl_WinAPI_Gl_Window_Driver : public Fl_Gl_Window_Driver {
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friend class Fl_Gl_Window_Driver;
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Fl_WinAPI_Gl_Window_Driver(Fl_Gl_Window *win) : Fl_Gl_Window_Driver(win) {}
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virtual float pixels_per_unit();
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virtual int mode_(int m, const int *a);
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virtual void make_current_after();
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virtual void swap_buffers();
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virtual void invalidate() {}
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virtual int flush_begin(char& valid_f);
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virtual Fl_Gl_Choice *find(int m, const int *alistp);
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virtual GLContext create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer = 0);
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virtual void set_gl_context(Fl_Window* w, GLContext context);
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virtual void delete_gl_context(GLContext);
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virtual void make_overlay_current();
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virtual void redraw_overlay();
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virtual void* GetProcAddress(const char *procName);
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virtual void draw_string_legacy(const char* str, int n);
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virtual void gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize);
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virtual void get_list(Fl_Font_Descriptor *fd, int r);
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virtual int genlistsize();
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#if HAVE_GL_OVERLAY
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virtual void gl_hide_before(void *& overlay);
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virtual int can_do_overlay();
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virtual int overlay_color(Fl_Color i);
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void make_overlay(void*&overlay);
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#endif
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};
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// Describes crap needed to create a GLContext.
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class Fl_WinAPI_Gl_Choice : public Fl_Gl_Choice {
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friend class Fl_WinAPI_Gl_Window_Driver;
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private:
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int pixelformat; // the visual to use
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PIXELFORMATDESCRIPTOR pfd; // some wgl calls need this thing
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public:
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Fl_WinAPI_Gl_Choice(int m, const int *alistp, Fl_Gl_Choice *n) : Fl_Gl_Choice(m, alistp, n) {
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pixelformat = 0;
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}
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};
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Fl_Gl_Choice *Fl_WinAPI_Gl_Window_Driver::find(int m, const int *alistp)
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{
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Fl_WinAPI_Gl_Choice *g = (Fl_WinAPI_Gl_Choice*)Fl_Gl_Window_Driver::find_begin(m, alistp);
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if (g) return g;
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// Replacement for ChoosePixelFormat() that finds one with an overlay if possible:
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HDC gc = (HDC)(fl_graphics_driver ? fl_graphics_driver->gc() : 0);
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if (!gc) gc = fl_GetDC(0);
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int pixelformat = 0;
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PIXELFORMATDESCRIPTOR chosen_pfd;
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for (int i = 1; ; i++) {
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PIXELFORMATDESCRIPTOR pfd;
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if (!DescribePixelFormat(gc, i, sizeof(pfd), &pfd)) break;
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// continue if it does not satisfy our requirements:
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if (~pfd.dwFlags & (PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL)) continue;
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if (pfd.iPixelType != ((m&FL_INDEX)?PFD_TYPE_COLORINDEX:PFD_TYPE_RGBA)) continue;
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if ((m & FL_ALPHA) && !pfd.cAlphaBits) continue;
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if ((m & FL_ACCUM) && !pfd.cAccumBits) continue;
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if ((!(m & FL_DOUBLE)) != (!(pfd.dwFlags & PFD_DOUBLEBUFFER))) continue;
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if ((!(m & FL_STEREO)) != (!(pfd.dwFlags & PFD_STEREO))) continue;
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if ((m & FL_DEPTH) && !pfd.cDepthBits) continue;
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if ((m & FL_STENCIL) && !pfd.cStencilBits) continue;
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#if DEBUG_PFD
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printf("pfd #%d supports composition: %s\n", i, (pfd.dwFlags & PFD_SUPPORT_COMPOSITION) ? "yes" : "no");
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printf(" ... & PFD_GENERIC_FORMAT: %s\n", (pfd.dwFlags & PFD_GENERIC_FORMAT) ? "generic" : "accelerated");
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printf(" ... Overlay Planes : %d\n", pfd.bReserved & 15);
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printf(" ... Color & Depth : %d, %d\n", pfd.cColorBits, pfd.cDepthBits);
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if (pixelformat)
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printf(" current pixelformat : %d\n", pixelformat);
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fflush(stdout);
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#endif // DEBUG_PFD
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// see if better than the one we have already:
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if (pixelformat) {
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// offering non-generic rendering is better (read: hardware acceleration)
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if (!(chosen_pfd.dwFlags & PFD_GENERIC_FORMAT) &&
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(pfd.dwFlags & PFD_GENERIC_FORMAT)) continue;
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// offering overlay is better:
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else if (!(chosen_pfd.bReserved & 15) && (pfd.bReserved & 15)) {}
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// otherwise prefer a format that supports composition (STR #3119)
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else if ((chosen_pfd.dwFlags & PFD_SUPPORT_COMPOSITION) &&
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!(pfd.dwFlags & PFD_SUPPORT_COMPOSITION)) continue;
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// otherwise more bit planes is better, but no more than 32 (8 bits per channel):
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else if (pfd.cColorBits > 32 || chosen_pfd.cColorBits > pfd.cColorBits) continue;
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else if (chosen_pfd.cDepthBits > pfd.cDepthBits) continue;
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}
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pixelformat = i;
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chosen_pfd = pfd;
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}
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#if DEBUG_PFD
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static int bb = 0;
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if (!bb) {
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bb = 1;
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printf("PFD_SUPPORT_COMPOSITION = 0x%x\n", PFD_SUPPORT_COMPOSITION);
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}
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printf("Chosen pixel format is %d\n", pixelformat);
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printf("Color bits = %d, Depth bits = %d\n", chosen_pfd.cColorBits, chosen_pfd.cDepthBits);
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printf("Pixel format supports composition: %s\n", (chosen_pfd.dwFlags & PFD_SUPPORT_COMPOSITION) ? "yes" : "no");
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fflush(stdout);
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#endif // DEBUG_PFD
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if (!pixelformat) return 0;
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g = new Fl_WinAPI_Gl_Choice(m, alistp, first);
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first = g;
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g->pixelformat = pixelformat;
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g->pfd = chosen_pfd;
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return g;
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}
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GLContext Fl_WinAPI_Gl_Window_Driver::create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer)
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{
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Fl_X* i = Fl_X::i(window);
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HDC hdc = Fl_WinAPI_Window_Driver::driver(window)->private_dc;
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if (!hdc) {
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hdc = Fl_WinAPI_Window_Driver::driver(window)->private_dc = GetDCEx(i->xid, 0, DCX_CACHE);
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fl_save_dc(i->xid, hdc);
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SetPixelFormat(hdc, ((Fl_WinAPI_Gl_Choice*)g)->pixelformat, (PIXELFORMATDESCRIPTOR*)(&((Fl_WinAPI_Gl_Choice*)g)->pfd));
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# if USE_COLORMAP
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if (fl_palette) SelectPalette(hdc, fl_palette, FALSE);
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# endif
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}
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GLContext context = layer ? wglCreateLayerContext(hdc, layer) : wglCreateContext(hdc);
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if (context) {
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if (context_list && nContext)
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wglShareLists(context_list[0], context);
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add_context(context);
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}
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return context;
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}
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void Fl_WinAPI_Gl_Window_Driver::set_gl_context(Fl_Window* w, GLContext context) {
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if (context != cached_context || w != cached_window) {
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cached_context = context;
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cached_window = w;
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wglMakeCurrent(Fl_WinAPI_Window_Driver::driver(w)->private_dc, context);
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}
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}
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void Fl_WinAPI_Gl_Window_Driver::delete_gl_context(GLContext context) {
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if (cached_context == context) {
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cached_context = 0;
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cached_window = 0;
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wglMakeCurrent(0, 0);
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}
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wglDeleteContext(context);
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del_context(context);
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}
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void Fl_WinAPI_Gl_Window_Driver::make_overlay_current() {
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#if HAVE_GL_OVERLAY
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if (overlay() != this) {
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set_gl_context(pWindow, (GLContext)overlay());
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// if (fl_overlay_depth)
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// wglRealizeLayerPalette(Fl_X::i(this)->private_dc, 1, TRUE);
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} else
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#endif
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glDrawBuffer(GL_FRONT);
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}
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void Fl_WinAPI_Gl_Window_Driver::redraw_overlay() {
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pWindow->damage(FL_DAMAGE_OVERLAY);
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}
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#if HAVE_GL_OVERLAY
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// Methods on Fl_Gl_Window_driver that create an overlay window.
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// Under win32 another GLX context is created to draw into the overlay
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// and it is stored in the "overlay" pointer.
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// If overlay hardware is unavailable, the overlay is
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// "faked" by drawing into the main layers. This is indicated by
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// setting overlay == this.
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//static COLORREF *palette;
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static int fl_overlay_depth = 0;
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void Fl_WinAPI_Gl_Window_Driver::gl_hide_before(void *& overlay) {
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if (overlay && overlay != pWindow) {
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delete_gl_context((GLContext)overlay);
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overlay = 0;
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}
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}
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void Fl_WinAPI_Gl_Window_Driver::make_overlay(void*&overlay) {
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if (overlay) return;
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GLContext context = create_gl_context(pWindow, g(), 1);
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if (!context) {overlay = pWindow; return;} // fake the overlay
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HDC hdc = Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc;
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overlay = context;
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LAYERPLANEDESCRIPTOR pfd;
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wglDescribeLayerPlane(hdc, g()->pixelformat, 1, sizeof(pfd), &pfd);
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if (!pfd.iPixelType) {
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; // full-color overlay
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} else {
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fl_overlay_depth = pfd.cColorBits; // used by gl_color()
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if (fl_overlay_depth > 8) fl_overlay_depth = 8;
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COLORREF palette[256];
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int n = (1<<fl_overlay_depth)-1;
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// copy all colors except #0 into the overlay palette:
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for (int i = 0; i <= n; i++) {
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uchar r,g,b; Fl::get_color((Fl_Color)i,r,g,b);
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palette[i] = RGB(r,g,b);
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}
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// always provide black & white in the last 2 pixels:
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if (fl_overlay_depth < 8) {
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palette[n-1] = RGB(0,0,0);
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palette[n] = RGB(255,255,255);
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}
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// and use it:
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wglSetLayerPaletteEntries(hdc, 1, 1, n, palette+1);
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wglRealizeLayerPalette(hdc, 1, TRUE);
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}
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pWindow->valid(0);
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return;
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}
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int Fl_WinAPI_Gl_Window_Driver::can_do_overlay() {
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if (!g()) {
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g( find(mode(), alist()) );
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if (!g()) return 0;
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}
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return (g()->pfd.bReserved & 15) != 0;
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}
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int Fl_WinAPI_Gl_Window_Driver::overlay_color(Fl_Color i) {
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if (Fl_Xlib_Graphics_Driver::fl_overlay && fl_overlay_depth) {
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if (fl_overlay_depth < 8) {
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// only black & white produce the expected colors. This could
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// be improved by fixing the colormap set in Fl_Gl_Overlay.cxx
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int size = 1<<fl_overlay_depth;
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if (!i) glIndexi(size-2);
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else if (i >= size-2) glIndexi(size-1);
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else glIndexi(i);
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} else {
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glIndexi(i ? i : FL_GRAY_RAMP);
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}
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return 1;
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}
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return 0;
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}
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#endif // HAVE_GL_OVERLAY
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Fl_Gl_Window_Driver *Fl_Gl_Window_Driver::newGlWindowDriver(Fl_Gl_Window *w)
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{
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return new Fl_WinAPI_Gl_Window_Driver(w);
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}
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float Fl_WinAPI_Gl_Window_Driver::pixels_per_unit()
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{
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int ns = Fl_Window_Driver::driver(pWindow)->screen_num();
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return Fl::screen_driver()->scale(ns);
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}
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int Fl_WinAPI_Gl_Window_Driver::mode_(int m, const int *a) {
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int oldmode = mode();
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pWindow->context(0);
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mode( m); alist(a);
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if (pWindow->shown()) {
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g( find(m, a) );
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if (!g() || (oldmode^m)&(FL_DOUBLE|FL_STEREO)) {
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pWindow->hide();
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pWindow->show();
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}
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} else {
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g(0);
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}
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return 1;
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}
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void Fl_WinAPI_Gl_Window_Driver::make_current_after() {
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#if USE_COLORMAP
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if (fl_palette) {
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fl_GetDC(fl_xid(pWindow));
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SelectPalette((HDC)fl_graphics_driver->gc(), fl_palette, FALSE);
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RealizePalette((HDC)fl_graphics_driver->gc());
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}
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#endif // USE_COLORMAP
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}
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//#define HAVE_GL_OVERLAY 1 //test only
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void Fl_WinAPI_Gl_Window_Driver::swap_buffers() {
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# if HAVE_GL_OVERLAY
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// Do not swap the overlay, to match GLX:
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BOOL ret = wglSwapLayerBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, WGL_SWAP_MAIN_PLANE);
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DWORD err = GetLastError();
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# else
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SwapBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc);
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# endif
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}
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#if HAVE_GL_OVERLAY
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#endif
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int Fl_WinAPI_Gl_Window_Driver::flush_begin(char& valid_f_) {
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#if HAVE_GL_OVERLAY
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char save_valid_f = valid_f_;
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// Draw into hardware overlay planes if they are damaged:
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if (overlay() && overlay() != pWindow
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&& (pWindow->damage()&(FL_DAMAGE_OVERLAY|FL_DAMAGE_EXPOSE) || !save_valid_f & 1)) {
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set_gl_context(pWindow, (GLContext)overlay());
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if (fl_overlay_depth)
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wglRealizeLayerPalette(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, 1, TRUE);
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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Fl_Xlib_Graphics_Driver::fl_overlay = 1;
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draw_overlay();
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Fl_Xlib_Graphics_Driver::fl_overlay = 0;
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valid_f_ = save_valid_f;
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wglSwapLayerBuffers(Fl_WinAPI_Window_Driver::driver(pWindow)->private_dc, WGL_SWAP_OVERLAY1);
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// if only the overlay was damaged we are done, leave main layer alone:
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if (pWindow->damage() == FL_DAMAGE_OVERLAY) {
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return 1;
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}
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}
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#endif
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return 0;
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}
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void* Fl_WinAPI_Gl_Window_Driver::GetProcAddress(const char *procName) {
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return (void*)wglGetProcAddress((LPCSTR)procName);
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}
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void Fl_WinAPI_Gl_Window_Driver::draw_string_legacy(const char* str, int n) {
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draw_string_legacy_get_list(str, n);
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}
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int Fl_WinAPI_Gl_Window_Driver::genlistsize() {
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return 0x10000;
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}
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void Fl_WinAPI_Gl_Window_Driver::gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize) {
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if (!fl_fontsize->listbase) {
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fl_fontsize->listbase = glGenLists(genlistsize());
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}
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glListBase(fl_fontsize->listbase);
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}
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void Fl_WinAPI_Gl_Window_Driver::get_list(Fl_Font_Descriptor *fd, int r) {
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Fl_GDI_Font_Descriptor* gl_fd = (Fl_GDI_Font_Descriptor*)fd;
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if (gl_fd->glok[r]) return;
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gl_fd->glok[r] = 1;
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unsigned int ii = r * 0x400;
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HFONT oldFid = (HFONT)SelectObject((HDC)fl_graphics_driver->gc(), gl_fd->fid);
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wglUseFontBitmapsW((HDC)fl_graphics_driver->gc(), ii, 0x400, gl_fd->listbase+ii);
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SelectObject((HDC)fl_graphics_driver->gc(), oldFid);
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}
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#endif // HAVE_GL
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