fltk/src/gl_draw.cxx
Matthias Melcher 024368d722 Removed more Cocoa/Quartz references. Finally moved OS X font down a pixel.
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@7357 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
2010-03-29 14:10:54 +00:00

457 lines
13 KiB
C++

//
// "$Id$"
//
// OpenGL drawing support routines for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2009 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:
//
// http://www.fltk.org/str.php
//
// Functions from <FL/gl.h>
// See also Fl_Gl_Window and gl_start.cxx
#include "flstring.h"
#if HAVE_GL
#include <FL/Fl.H>
#include <FL/gl.h>
#include <FL/x.H>
#include <FL/fl_draw.H>
#include "Fl_Gl_Choice.H"
#include "Fl_Font.H"
#include <FL/fl_utf8.h>
#if !defined(WIN32) && !defined(__APPLE__)
#include <FL/Xutf8.h>
#endif
#if USE_XFT
extern XFontStruct* fl_xxfont();
#endif // USE_XFT
/** Returns the current font's height */
int gl_height() {return fl_height();}
/** Returns the current font's descent */
int gl_descent() {return fl_descent();}
/** Returns the width of the string in the current fnt */
double gl_width(const char* s) {return fl_width(s);}
/** Returns the width of n characters of the string in the current font */
double gl_width(const char* s, int n) {return fl_width(s,n);}
/** Returns the width of the character in the current font */
double gl_width(uchar c) {return fl_width(c);}
static Fl_Font_Descriptor *gl_fontsize;
#ifndef __APPLE__
# define USE_OksiD_style_GL_font_selection 1 // Most hosts except OSX
#else
# undef USE_OksiD_style_GL_font_selection // OSX
#endif
#if USE_XFT
# undef USE_OksiD_style_GL_font_selection // turn this off for XFT also
#endif
/**
Sets the current OpenGL font to the same font as calling fl_font()
*/
void gl_font(int fontid, int size) {
fl_font(fontid, size);
if (!fl_fontsize->listbase) {
#ifdef USE_OksiD_style_GL_font_selection
fl_fontsize->listbase = glGenLists(0x10000);
#else // Fltk-1.1.8 style GL font selection
#if defined (USE_X11) // X-windows options follow, either XFT or "plain" X
# if USE_XFT // XFT case
# warning We really need a glXUseXftFont implementation here...
// fl_xfont = fl_xxfont();
XFontStruct *font = fl_xxfont();
int base = font->min_char_or_byte2;
int count = font->max_char_or_byte2-base+1;
fl_fontsize->listbase = glGenLists(256);
glXUseXFont(font->fid, base, count, fl_fontsize->listbase+base);
# else // plain X
# warning GL font selection is basically wrong here
/* OksiD has a fairly sophisticated scheme for storing multiple X fonts in a XUtf8FontStruct,
* then sorting through them at draw time (for normal X rendering) to find which one can
* render the current glyph... But for now, just use the first font in the list for GL...
*/
XFontStruct *tmp_font = fl_fontsize->font->fonts[0]; // this is certainly wrong!
int base = tmp_font->min_char_or_byte2;
int count = tmp_font->max_char_or_byte2-base+1;
fl_fontsize->listbase = glGenLists(256);
glXUseXFont(tmp_font->fid, base, count, fl_fontsize->listbase+base);
# endif // USE_XFT
# elif defined(WIN32)
int base = fl_fontsize->metr.tmFirstChar;
int count = fl_fontsize->metr.tmLastChar-base+1;
HFONT oldFid = (HFONT)SelectObject(fl_gc, fl_fontsize->fid);
fl_fontsize->listbase = glGenLists(256);
wglUseFontBitmaps(fl_gc, base, count, fl_fontsize->listbase+base);
SelectObject(fl_gc, oldFid);
# elif defined(__APPLE_QUARTZ__)
/* FIXME: no OpenGL Font Selection in Cocoa!
//AGL is not supported for use in 64-bit applications:
//http://developer.apple.com/mac/library/documentation/Carbon/Conceptual/Carbon64BitGuide/OtherAPIChanges/OtherAPIChanges.html
short font, face, size;
uchar fn[256];
fn[0]=strlen(fl_fontsize->q_name);
strcpy((char*)(fn+1), fl_fontsize->q_name);
GetFNum(fn, &font);
face = 0;
size = fl_fontsize->size;
fl_fontsize->listbase = glGenLists(256);
aglUseFont(aglGetCurrentContext(), font, face,
size, 0, 256, fl_fontsize->listbase);
*/
# else
# error unsupported platform
# endif
#endif // USE_OksiD_style_GL_font_selection
}
gl_fontsize = fl_fontsize;
#ifndef __APPLE_QUARTZ__
glListBase(fl_fontsize->listbase);
#endif
}
#ifndef __APPLE__
// The OSX build does not use this at present... It probbaly should, though...
static void get_list(int r) {
gl_fontsize->glok[r] = 1;
#if defined(USE_X11)
# if USE_XFT
// FIXME
# else
unsigned int ii = r * 0x400;
for (int i = 0; i < 0x400; i++) {
XFontStruct *font = NULL;
unsigned short id;
XGetUtf8FontAndGlyph(gl_fontsize->font, ii, &font, &id);
if (font) glXUseXFont(font->fid, id, 1, gl_fontsize->listbase+ii);
ii++;
}
# endif
#elif defined(WIN32)
unsigned int ii = r * 0x400;
HFONT oldFid = (HFONT)SelectObject(fl_gc, gl_fontsize->fid);
wglUseFontBitmapsW(fl_gc, ii, ii + 0x03ff, gl_fontsize->listbase+ii);
SelectObject(fl_gc, oldFid);
#elif defined(__APPLE_QUARTZ__)
// FIXME:
#else
# error unsupported platform
#endif
} // get_list
#endif
void gl_remove_displaylist_fonts()
{
# if HAVE_GL
// clear variables used mostly in fl_font
fl_font_ = 0;
fl_size_ = 0;
for (int j = 0 ; j < FL_FREE_FONT ; ++j)
{
Fl_Font_Descriptor* past = 0;
Fl_Fontdesc* s = fl_fonts + j ;
Fl_Font_Descriptor* f = s->first;
while (f != 0) {
if(f->listbase) {
if(f == s->first) {
s->first = f->next;
}
else {
past->next = f->next;
}
// It would be nice if this next line was in a desctructor somewhere
glDeleteLists(f->listbase, 256);
Fl_Font_Descriptor* tmp = f;
f = f->next;
delete tmp;
}
else {
past = f;
f = f->next;
}
}
}
#endif
}
/**
Draws an array of n characters of the string in the current font
at the current position.
*/
#ifdef __APPLE__
static void gl_draw_cocoa(const char* str, int n);
#endif
void gl_draw(const char* str, int n) {
#ifdef __APPLE__
gl_draw_cocoa(str, n);
#else
static xchar *buf = NULL;
static int l = 0;
// if (n > l) {
// buf = (xchar*) realloc(buf, sizeof(xchar) * (n + 20));
// l = n + 20;
// }
// n = fl_utf2unicode((const unsigned char*)str, n, buf);
int wn = fl_utf8toUtf16(str, n, (unsigned short*)buf, l);
if(wn >= l) {
buf = (xchar*) realloc(buf, sizeof(xchar) * (wn + 1));
l = wn + 1;
wn = fl_utf8toUtf16(str, n, (unsigned short*)buf, l);
}
n = wn;
int i;
for (i = 0; i < n; i++) {
unsigned int r;
r = (str[i] & 0xFC00) >> 10;
if (!gl_fontsize->glok[r]) get_list(r);
}
glCallLists(n, GL_UNSIGNED_SHORT, buf);
#endif
}
/**
Draws n characters of the string in the current font at the given position
*/
void gl_draw(const char* str, int n, int x, int y) {
glRasterPos2i(x, y);
gl_draw(str, n);
}
/**
Draws n characters of the string in the current font at the given position
*/
void gl_draw(const char* str, int n, float x, float y) {
glRasterPos2f(x, y);
gl_draw(str, n);
}
/**
Draws a nul-terminated string in the current font at the current position
*/
void gl_draw(const char* str) {
gl_draw(str, strlen(str));
}
/**
Draws a nul-terminated string in the current font at the given position
*/
void gl_draw(const char* str, int x, int y) {
gl_draw(str, strlen(str), x, y);
}
/**
Draws a nul-terminated string in the current font at the given position
*/
void gl_draw(const char* str, float x, float y) {
gl_draw(str, strlen(str), x, y);
}
static void gl_draw_invert(const char* str, int n, int x, int y) {
glRasterPos2i(x, -y);
gl_draw(str, n);
}
/**
Draws a string formatted into a box, with newlines and tabs expanded,
other control characters changed to ^X. and aligned with the edges or
center. Exactly the same output as fl_draw().
*/
void gl_draw(
const char* str, // the (multi-line) string
int x, int y, int w, int h, // bounding box
Fl_Align align) {
fl_draw(str, x, -y-h, w, h, align, gl_draw_invert);
}
void gl_measure(const char* str, int& x, int& y) {fl_measure(str,x,y);}
/**
Outlines the given rectangle with the current color.
If Fl_Gl_Window::ortho() has been called, then the rectangle will
exactly fill the given pixel rectangle.
*/
void gl_rect(int x, int y, int w, int h) {
if (w < 0) {w = -w; x = x-w;}
if (h < 0) {h = -h; y = y-h;}
glBegin(GL_LINE_STRIP);
glVertex2i(x+w-1, y+h-1);
glVertex2i(x+w-1, y);
glVertex2i(x, y);
glVertex2i(x, y+h-1);
glVertex2i(x+w, y+h-1);
glEnd();
}
#if HAVE_GL_OVERLAY
extern uchar fl_overlay;
extern int fl_overlay_depth;
#endif
/**
Sets the curent OpenGL color to an FLTK color.
For color-index modes it will use fl_xpixel(c), which is only
right if the window uses the default colormap!
*/
void gl_color(Fl_Color i) {
#if HAVE_GL_OVERLAY
#if defined(WIN32)
if (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;
}
#else
if (fl_overlay) {glIndexi(int(fl_xpixel(i))); return;}
#endif
#endif
uchar red, green, blue;
Fl::get_color(i, red, green, blue);
glColor3ub(red, green, blue);
}
void gl_draw_image(const uchar* b, int x, int y, int w, int h, int d, int ld) {
if (!ld) ld = w*d;
glPixelStorei(GL_UNPACK_ROW_LENGTH, ld/d);
glRasterPos2i(x,y);
glDrawPixels(w,h,d<4?GL_RGB:GL_RGBA,GL_UNSIGNED_BYTE,(const ulong*)b);
}
#ifdef __APPLE__
#include <FL/glu.h>
static void gl_draw_cocoa(const char* str, int n)
{
//setup matrices
GLint matrixMode;
glGetIntegerv (GL_MATRIX_MODE, &matrixMode);
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity ();
float winw = Fl_Window::current()->w();
float winh = Fl_Window::current()->h();
glScalef (2.0f / winw, 2.0f / winh, 1.0f);
glTranslatef (-winw / 2.0f, -winh / 2.0f, 0.0f);
//write str to a bitmap just big enough
int w = 0, h = 0;
fl_measure(str, w, h, 0);
CGColorSpaceRef lut = CGColorSpaceCreateDeviceRGB();
void *base = calloc(4*w, h);
if(base == NULL) return;
fl_gc = CGBitmapContextCreate(base, w, h, 8, w*4, lut, kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(lut);
fl_fontsize = gl_fontsize;
fl_draw(str, 0, h - fl_descent());
//put this bitmap in a texture
static GLuint texName = 0;
glPushAttrib(GL_TEXTURE_BIT);
if (0 == texName) glGenTextures (1, &texName);
glBindTexture (GL_TEXTURE_RECTANGLE_EXT, texName);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, base);
glPopAttrib();
CGContextRelease(fl_gc);
fl_gc = NULL;
free(base);
GLfloat pos[4];
glGetFloatv(GL_CURRENT_RASTER_POSITION, pos);
if (texName) {//write the texture on screen
CGRect bounds = CGRectMake (pos[0], pos[1] - fl_descent(), w, h);
glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_COLOR_BUFFER_BIT); // GL_COLOR_BUFFER_BIT for glBlendFunc, GL_ENABLE_BIT for glEnable / glDisable
glDisable (GL_DEPTH_TEST); // ensure text is not removed by depth buffer test.
glEnable (GL_BLEND); // for text fading
glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // ditto
glEnable (GL_TEXTURE_RECTANGLE_EXT);
glBindTexture (GL_TEXTURE_RECTANGLE_EXT, texName);
glBegin (GL_QUADS);
glTexCoord2f (0.0f, 0.0f); // draw lower left in world coordinates
glVertex2f (bounds.origin.x, bounds.origin.y);
glTexCoord2f (0.0f, h); // draw upper left in world coordinates
glVertex2f (bounds.origin.x, bounds.origin.y + bounds.size.height);
glTexCoord2f (w, h); // draw upper right in world coordinates
glVertex2f (bounds.origin.x + bounds.size.width, bounds.origin.y + bounds.size.height);
glTexCoord2f (w, 0.0f); // draw lower right in world coordinates
glVertex2f (bounds.origin.x + bounds.size.width, bounds.origin.y);
glEnd ();
glPopAttrib();
glDeleteTextures(1, &texName);
}
// reset original matrices
glPopMatrix(); // GL_MODELVIEW
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (matrixMode);
//set the raster position to end of string
pos[0] += w;
GLdouble modelmat[16];
glGetDoublev (GL_MODELVIEW_MATRIX, modelmat);
GLdouble projmat[16];
glGetDoublev (GL_PROJECTION_MATRIX, projmat);
GLdouble objX, objY, objZ;
GLint viewport[4];
glGetIntegerv (GL_VIEWPORT, viewport);
gluUnProject(pos[0], pos[1], pos[2], modelmat, projmat, viewport, &objX, &objY, &objZ);
glRasterPos2d(objX, objY);
}
#endif
#endif
//
// End of "$Id$".
//