fltk/src/drivers/WinAPI/Fl_WinAPI_Gl_Window_Driver.cxx

405 lines
13 KiB
C++

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