diff --git a/freeglut/freeglut/src/freeglut_internal.h b/freeglut/freeglut/src/freeglut_internal.h index a97e029..3d73efc 100644 --- a/freeglut/freeglut/src/freeglut_internal.h +++ b/freeglut/freeglut/src/freeglut_internal.h @@ -341,6 +341,8 @@ struct tagSFG_Context #if TARGET_HOST_UNIX_X11 XVisualInfo* VisualInfo; /* The window's visual information */ + Pixmap Pixmap; /* Used for offscreen rendering */ + //GLXPixmap GLXPixMap; /* Used for offscreen rendering */ #elif TARGET_HOST_WIN32 HDC Device; /* The window's device context */ #endif @@ -370,8 +372,8 @@ struct tagSFG_WindowState int MouseX, MouseY; /* The most recent mouse position */ GLboolean IsGameMode; /* Is this the game mode window? */ - GLboolean NeedToResize; /* Do we need to resize the window? */ + GLboolean IsOffscreen; /* Tags a `window' as on/offscreen. */ }; diff --git a/freeglut/freeglut/src/freeglut_window.c b/freeglut/freeglut/src/freeglut_window.c index 12e6b52..f99b673 100644 --- a/freeglut/freeglut/src/freeglut_window.c +++ b/freeglut/freeglut/src/freeglut_window.c @@ -267,30 +267,30 @@ void fgOpenWindow( SFG_Window* window, const char* title, * XXX With a little thought, we should be able to greatly * XXX simplify this. */ - if ( !window->IsMenu ) - window->Window.VisualInfo = fgChooseVisual(); - else if ( fgStructure.MenuContext ) - window->Window.VisualInfo = fgChooseVisual(); + if( !window->IsMenu ) + window->Window.VisualInfo = fgChooseVisual( ); + else if( fgStructure.MenuContext ) + window->Window.VisualInfo = fgChooseVisual( ); else { unsigned int current_DisplayMode = fgState.DisplayMode ; fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ; - window->Window.VisualInfo = fgChooseVisual(); + window->Window.VisualInfo = fgChooseVisual( ); fgState.DisplayMode = current_DisplayMode ; } - if ( ! window->Window.VisualInfo ) + if( ! window->Window.VisualInfo ) { /* * The "fgChooseVisual" returned a null meaning that the visual * context is not available. * Try a couple of variations to see if they will work. */ - if ( ! ( fgState.DisplayMode & GLUT_DOUBLE ) ) + if( !( fgState.DisplayMode & GLUT_DOUBLE ) ) { fgState.DisplayMode |= GLUT_DOUBLE ; - window->Window.VisualInfo = fgChooseVisual(); - fgState.DisplayMode &= ~GLUT_DOUBLE ; + window->Window.VisualInfo = fgChooseVisual( ); + fgState.DisplayMode &= ~GLUT_DOUBLE; } /* @@ -299,66 +299,95 @@ void fgOpenWindow( SFG_Window* window, const char* title, */ } + /* + * XXX This seems to be abusing an assert() for error-checking. + * XXX It is possible that the visual simply can't be found, + * XXX in which case we should print an error and return a 0 + * XXX for the window id, I think. + */ assert( window->Window.VisualInfo != NULL ); - /* - * XXX HINT: the masks should be updated when adding/removing callbacks. - * XXX This might speed up message processing. Is that true? - * XXX - * XXX A: Not appreciably, but it WILL make it easier to debug. - * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT - * XXX turns off events that it doesn't need and is a whole lot - * XXX more pleasant to trace. (Hint: Think mouse-motion!) - * XXX - * XXX It may make a difference in networked environments or on - * XXX some very slow systems, but I think that that is secondary - * XXX to making debugging easier. - */ - winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | - ExposureMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask | - KeyRelease | VisibilityChangeMask | EnterWindowMask | LeaveWindowMask | - PointerMotionMask | ButtonMotionMask; - winAttr.background_pixmap = None; - winAttr.background_pixel = 0; - winAttr.border_pixel = 0; - - winAttr.colormap = XCreateColormap( - fgDisplay.Display, fgDisplay.RootWindow, - window->Window.VisualInfo->visual, AllocNone - ); - - mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; - - if ( window->IsMenu ) + window->State.IsOffscreen = GL_FALSE; + if( fgState.DisplayMode & GLUT_OFFSCREEN ) { - winAttr.override_redirect = True; - mask |= CWOverrideRedirect; + window->State.IsOffscreen = GL_TRUE; + window->Window.Pixmap = XCreatePixmap( + fgDisplay.Display, fgDisplay.RootWindow, + w, h, + window->Window.VisualInfo->depth + ); + if( False != window->Window.Pixmap ) + { + window->Window.Handle = glXCreateGLXPixmap( + fgDisplay.Display, + window->Window.VisualInfo, + window->Window.Pixmap + ); + if( False == window->Window.Handle ) + XFreePixmap( fgDisplay.Display, window->Window.Pixmap ); + } } + else + { + /* + * XXX HINT: the masks should be updated when adding/removing callbacks. + * XXX This might speed up message processing. Is that true? + * XXX + * XXX A: Not appreciably, but it WILL make it easier to debug. + * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT + * XXX turns off events that it doesn't need and is a whole lot + * XXX more pleasant to trace. (Hint: Think mouse-motion!) + * XXX + * XXX It may make a difference in networked environments or on + * XXX some very slow systems, but I think that that is secondary + * XXX to making debugging easier. + */ + winAttr.event_mask = + StructureNotifyMask | SubstructureNotifyMask | ExposureMask | + ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease | + VisibilityChangeMask | EnterWindowMask | LeaveWindowMask | + PointerMotionMask | ButtonMotionMask; + winAttr.background_pixmap = None; + winAttr.background_pixel = 0; + winAttr.border_pixel = 0; - window->Window.Handle = XCreateWindow( - fgDisplay.Display, - window->Parent == NULL ? fgDisplay.RootWindow : - window->Parent->Window.Handle, - x, y, w, h, 0, - window->Window.VisualInfo->depth, InputOutput, - window->Window.VisualInfo->visual, mask, - &winAttr - ); + winAttr.colormap = XCreateColormap( + fgDisplay.Display, fgDisplay.RootWindow, + window->Window.VisualInfo->visual, AllocNone + ); + mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; + + if ( window->IsMenu ) + { + winAttr.override_redirect = True; + mask |= CWOverrideRedirect; + } + + window->Window.Handle = XCreateWindow( + fgDisplay.Display, + window->Parent == NULL ? fgDisplay.RootWindow : + window->Parent->Window.Handle, + x, y, w, h, 0, + window->Window.VisualInfo->depth, InputOutput, + window->Window.VisualInfo->visual, mask, + &winAttr + ); + } /* * The GLX context creation, possibly trying the direct context rendering * or else use the current context if the user has so specified */ - if ( window->IsMenu ) + if( window->IsMenu ) { /* * If there isn't already an OpenGL rendering context for menu * windows, make one */ - if ( !fgStructure.MenuContext ) + if( !fgStructure.MenuContext ) { fgStructure.MenuContext = - (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ); + (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) ); fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo; fgStructure.MenuContext->Context = glXCreateContext( fgDisplay.Display, fgStructure.MenuContext->VisualInfo, @@ -372,15 +401,15 @@ void fgOpenWindow( SFG_Window* window, const char* title, NULL, fgState.ForceDirectContext | fgState.TryDirectContext ); } - else if ( fgState.UseCurrentContext ) + else if( fgState.UseCurrentContext ) { - window->Window.Context = glXGetCurrentContext(); + window->Window.Context = glXGetCurrentContext( ); - if ( ! window->Window.Context ) - window->Window.Context = glXCreateContext( - fgDisplay.Display, window->Window.VisualInfo, - NULL, fgState.ForceDirectContext | fgState.TryDirectContext - ); + if( ! window->Window.Context ) + window->Window.Context = glXCreateContext( + fgDisplay.Display, window->Window.VisualInfo, + NULL, fgState.ForceDirectContext | fgState.TryDirectContext + ); } else window->Window.Context = glXCreateContext( @@ -426,27 +455,31 @@ void fgOpenWindow( SFG_Window* window, const char* title, wmHints.flags = StateHint; wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState; + if( GL_FALSE == window->State.IsOffscreen ) + { + /* + * Prepare the window and iconified window names... + */ + XStringListToTextProperty( (char **) &title, 1, &textProperty ); - /* - * Prepare the window and iconified window names... - */ - XStringListToTextProperty( (char **) &title, 1, &textProperty ); - - XSetWMProperties( - fgDisplay.Display, - window->Window.Handle, - &textProperty, - &textProperty, - 0, - 0, - &sizeHints, - &wmHints, - NULL - ); - XSetWMProtocols( fgDisplay.Display, window->Window.Handle, - &fgDisplay.DeleteWindow, 1 ); - XMapWindow( fgDisplay.Display, window->Window.Handle ); - + XSetWMProperties( + fgDisplay.Display, + window->Window.Handle, + &textProperty, + &textProperty, + 0, + 0, + &sizeHints, + &wmHints, + NULL + ); + + XSetWMProtocols( fgDisplay.Display, window->Window.Handle, + &fgDisplay.DeleteWindow, 1 ); + + XMapWindow( fgDisplay.Display, window->Window.Handle ); + } + #elif TARGET_HOST_WIN32 WNDCLASS wc; @@ -552,7 +585,13 @@ void fgCloseWindow( SFG_Window* window ) #if TARGET_HOST_UNIX_X11 glXDestroyContext( fgDisplay.Display, window->Window.Context ); - XDestroyWindow( fgDisplay.Display, window->Window.Handle ); + if( GL_FALSE == window->State.IsOffscreen ) + XDestroyWindow( fgDisplay.Display, window->Window.Handle ); + else + { + glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle ); + XFreePixmap( fgDisplay.Display, window->Window.Pixmap ); + } XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 @@ -671,17 +710,19 @@ void FGAPIENTRY glutShowWindow( void ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW ); + ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW ); #endif - + } fgStructure.Window->State.Redisplay = GL_TRUE; } @@ -693,21 +734,25 @@ void FGAPIENTRY glutHideWindow( void ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - if( fgStructure.Window->Parent == NULL ) - XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, - fgDisplay.Screen ); - else - XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + if( fgStructure.Window->Parent == NULL ) + XWithdrawWindow( fgDisplay.Display, + fgStructure.Window->Window.Handle, + fgDisplay.Screen ); + else + XUnmapWindow( fgDisplay.Display, + fgStructure.Window->Window.Handle ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE ); + ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE ); #endif - + } fgStructure.Window->State.Redisplay = GL_FALSE; } @@ -720,19 +765,20 @@ void FGAPIENTRY glutIconifyWindow( void ) freeglut_assert_window; fgStructure.Window->State.Visible = GL_FALSE; - + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, - fgDisplay.Screen ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, + fgDisplay.Screen ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE ); + ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE ); #endif - + } fgStructure.Window->State.Redisplay = GL_FALSE; } @@ -743,12 +789,11 @@ void FGAPIENTRY glutSetWindowTitle( const char* title ) { freeglut_assert_ready; freeglut_assert_window; - if( fgStructure.Window->Parent != NULL ) - return; - + if( ! fgStructure.Window->Parent && + ( GL_FALSE == fgStructure.Window->State.IsOffscreen ) ) + { #if TARGET_HOST_UNIX_X11 - { XTextProperty text; text.value = (unsigned char *) title; @@ -763,14 +808,13 @@ void FGAPIENTRY glutSetWindowTitle( const char* title ) ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - } #elif TARGET_HOST_WIN32 - SetWindowText( fgStructure.Window->Window.Handle, title ); + SetWindowText( fgStructure.Window->Window.Handle, title ); #endif - + } } /* @@ -781,12 +825,11 @@ void FGAPIENTRY glutSetIconTitle( const char* title ) freeglut_assert_ready; freeglut_assert_window; - if( fgStructure.Window->Parent != NULL ) - return; - + if( ! fgStructure.Window->Parent && + GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - { XTextProperty text; text.value = (unsigned char *) title; @@ -801,14 +844,13 @@ void FGAPIENTRY glutSetIconTitle( const char* title ) ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - } #elif TARGET_HOST_WIN32 - SetWindowText( fgStructure.Window->Window.Handle, title ); + SetWindowText( fgStructure.Window->Window.Handle, title ); #endif - + } } /* @@ -819,9 +861,13 @@ void FGAPIENTRY glutReshapeWindow( int width, int height ) freeglut_assert_ready; freeglut_assert_window; - fgStructure.Window->State.NeedToResize = GL_TRUE; - fgStructure.Window->State.Width = width ; - fgStructure.Window->State.Height = height; + /* XXX Could delete/create/set-window-id for offscreen. */ + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { + fgStructure.Window->State.NeedToResize = GL_TRUE; + fgStructure.Window->State.Width = width ; + fgStructure.Window->State.Height = height; + } } /* @@ -832,14 +878,16 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y ); - XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ + XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, + x, y ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 - { RECT winRect; GetWindowRect( fgStructure.Window->Window.Handle, &winRect ); @@ -851,10 +899,9 @@ void FGAPIENTRY glutPositionWindow( int x, int y ) winRect.bottom - winRect.top, TRUE ); - } #endif - + } } /* @@ -865,21 +912,23 @@ void FGAPIENTRY glutPushWindow( void ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); #elif TARGET_HOST_WIN32 - SetWindowPos( - fgStructure.Window->Window.Handle, - HWND_BOTTOM, - 0, 0, 0, 0, - SWP_NOSIZE | SWP_NOMOVE - ); + SetWindowPos( + fgStructure.Window->Window.Handle, + HWND_BOTTOM, + 0, 0, 0, 0, + SWP_NOSIZE | SWP_NOMOVE + ); #endif - + } } /* @@ -890,21 +939,23 @@ void FGAPIENTRY glutPopWindow( void ) freeglut_assert_ready; freeglut_assert_window; + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) + { #if TARGET_HOST_UNIX_X11 - XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); + XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle ); #elif TARGET_HOST_WIN32 - SetWindowPos( - fgStructure.Window->Window.Handle, - HWND_TOP, - 0, 0, 0, 0, - SWP_NOSIZE | SWP_NOMOVE - ); + SetWindowPos( + fgStructure.Window->Window.Handle, + HWND_TOP, + 0, 0, 0, 0, + SWP_NOSIZE | SWP_NOMOVE + ); #endif - + } } /* @@ -915,8 +966,9 @@ void FGAPIENTRY glutFullScreen( void ) freeglut_assert_ready; freeglut_assert_window; -#if TARGET_HOST_UNIX_X11 + if( GL_FALSE == fgStructure.Window->State.IsOffscreen ) { +#if TARGET_HOST_UNIX_X11 int x, y; Window w; @@ -946,9 +998,7 @@ void FGAPIENTRY glutFullScreen( void ) ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ } - } #elif TARGET_HOST_WIN32 - { RECT rect; /* For fullscreen mode, force the top-left corner to 0,0 @@ -980,8 +1030,8 @@ void FGAPIENTRY glutFullScreen( void ) SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOZORDER ); - } #endif + } } /* @@ -994,7 +1044,7 @@ void* FGAPIENTRY glutGetWindowData( void ) void FGAPIENTRY glutSetWindowData(void* data) { - fgStructure.Window->UserData=data; + fgStructure.Window->UserData = data; } /*** END OF FILE ***/