fltk/src/drivers/OpenGL/Fl_OpenGL_Display_Device.cxx
Manolo Gouy 6c8115ee9b Remove use of Fl_Gl_Window_Driver.H in file src/Fl_cocoa.mm
Thus, Fl_cocoa.mm is completely independent from code of libfltk_gl.

git-svn-id: file:///fltk/svn/fltk/branches/branch-1.4@13104 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
2018-10-31 12:45:51 +00:00

145 lines
4.6 KiB
C++

//
// "$Id$"
//
// implementation of class Fl_Gl_Device_Plugin for the Fast Light Tool Kit (FLTK).
//
// Copyright 2010-2017 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:
//
// http://www.fltk.org/COPYING.php
//
// Please report all bugs and problems to:
//
// http://www.fltk.org/str.php
//
#include "../../config_lib.h"
#include <FL/Fl_Gl_Window.H>
#include <FL/Fl_Image.H>
#include <FL/gl.h>
#include <string.h>
#include "Fl_OpenGL_Graphics_Driver.H"
#include "Fl_OpenGL_Display_Device.H"
// TODO: much of Fl_Gl_Choice should probably go here
Fl_OpenGL_Display_Device *Fl_OpenGL_Display_Device::display_device() {
static Fl_OpenGL_Display_Device *display = new Fl_OpenGL_Display_Device(new Fl_OpenGL_Graphics_Driver());
return display;
};
Fl_OpenGL_Display_Device::Fl_OpenGL_Display_Device(Fl_OpenGL_Graphics_Driver *graphics_driver)
: Fl_Surface_Device(graphics_driver)
{
}
#ifdef FL_CFG_GFX_QUARTZ
#include "../../Fl_Gl_Window_Driver.H"
#include "../Cocoa/Fl_Cocoa_Window_Driver.H"
// convert BGRA to RGB and also exchange top and bottom
static uchar *convert_BGRA_to_RGB(uchar *baseAddress, int w, int h, int mByteWidth)
{
uchar *newimg = new uchar[3*w*h];
uchar *to = newimg;
for (int i = h-1; i >= 0; i--) {
uchar *from = baseAddress + i * mByteWidth;
for (int j = 0; j < w; j++, from += 4) {
#if defined(__ppc__) && __ppc__
memcpy(to, from + 1, 3);
to += 3;
#else
*(to++) = *(from+2);
*(to++) = *(from+1);
*(to++) = *from;
#endif
}
}
delete[] baseAddress;
return newimg;
}
Fl_RGB_Image* Fl_OpenGL_Display_Device::capture_gl_rectangle(Fl_Gl_Window* glw, int x, int y, int w, int h)
{
float factor = glw->pixels_per_unit();
if (factor != 1) {
w *= factor; h *= factor; x *= factor; y *= factor;
}
Fl_Cocoa_Window_Driver::GLcontext_makecurrent(glw->context());
Fl_Cocoa_Window_Driver::flush_context(glw->context()); // to capture also the overlay and for directGL demo
// Read OpenGL context pixels directly.
// For extra safety, save & restore OpenGL states that are changed
glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
glPixelStorei(GL_PACK_ALIGNMENT, 4); /* Force 4-byte alignment */
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
// Read a block of pixels from the frame buffer
int mByteWidth = w * 4;
mByteWidth = (mByteWidth + 3) & ~3; // Align to 4 bytes
uchar *baseAddress = new uchar[mByteWidth * h];
glReadPixels(x, glw->pixel_h() - (y+h), w, h,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, baseAddress);
glPopClientAttrib();
baseAddress = convert_BGRA_to_RGB(baseAddress, w, h, mByteWidth);
Fl_RGB_Image *img = new Fl_RGB_Image(baseAddress, w, h, 3, 3 * w);
img->alloc_array = 1;
Fl_Cocoa_Window_Driver::flush_context(glw->context());
return img;
}
#else
#include "../../Fl_Screen_Driver.H"
#include "../../Fl_Window_Driver.H"
Fl_RGB_Image* Fl_OpenGL_Display_Device::capture_gl_rectangle(Fl_Gl_Window *glw, int x, int y, int w, int h)
/* captures a rectangle of a Fl_Gl_Window window, and returns it as a RGB image
*/
{
glw->flush(); // forces a GL redraw, necessary for the glpuzzle demo
// Read OpenGL context pixels directly.
// For extra safety, save & restore OpenGL states that are changed
glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
glPixelStorei(GL_PACK_ALIGNMENT, 4); /* Force 4-byte alignment */
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
//
int ns = Fl_Window_Driver::driver(glw)->screen_num();
float s = Fl::screen_driver()->scale(ns);
if (s != 1) {
x *= s; y *= s; w *= s; h *= s;
}
// Read a block of pixels from the frame buffer
int mByteWidth = w * 3;
mByteWidth = (mByteWidth + 3) & ~3; // Align to 4 bytes
uchar *baseAddress = new uchar[mByteWidth * h];
glReadPixels(x, glw->pixel_h() - (y+h), w, h,
GL_RGB, GL_UNSIGNED_BYTE,
baseAddress);
glPopClientAttrib();
// GL gives a bottom-to-top image, convert it to top-to-bottom
uchar *tmp = new uchar[mByteWidth];
uchar *p = baseAddress ;
uchar *q = baseAddress + (h-1)*mByteWidth;
for (int i = 0; i < h/2; i++, p += mByteWidth, q -= mByteWidth) {
memcpy(tmp, p, mByteWidth);
memcpy(p, q, mByteWidth);
memcpy(q, tmp, mByteWidth);
}
delete[] tmp;
Fl_RGB_Image *img = new Fl_RGB_Image(baseAddress, w, h, 3, mByteWidth);
img->alloc_array = 1;
return img;
}
#endif
//
// End of "$Id$".
//