There should be no changes to code functionality, though a fair bit of
little changes to the code appearance. * Fit the comments at the start of the file to fit 80 columns. * Noted an unusual feature of the ATTRIB() macro. * Added ATTRIB_VAL() macro which is really just two ATTRIB()s. This lets us put things like {ATTRIB (GLX_RED_SIZE); ATTRIB (1);} on one statement: {ATTRIB_VAL (GLX_RED_SIZE, 1);}. I did this to preserve some of the layout of information while also avoiding the nasty semi-visible ";" in the middle of a line of code. And by putting the {braces} in the macro definition, I was able to visually clean code of the form: if (condition) { ATTRIB( X ); ATTRIB( 1 ); } ...rewriting as: if (condition) ATTRIB_VAL( X, 1 ); * Eliminated a bunch of say-nothing-new comments in fgChooseVisual(). * Combined some semi-useful comments into a block comment summarizing a loop. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@272 7f0cb862-5218-0410-a997-914c9d46530a
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@ -41,8 +41,8 @@
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* fgSetupPixelFormat -- ignores the display mode settings
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* fgOpenWindow() -- check the Win32 version, -iconic handling!
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* fgCloseWindow() -- check the Win32 version
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* glutCreateWindow() -- see what happens when default position and size is {-1,-1}
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* glutCreateSubWindow() -- see what happens when default position and size is {-1,-1}
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* glutCreateWindow() -- Check when default position and size is {-1,-1}
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* glutCreateSubWindow() -- Check when default position and size is {-1,-1}
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* glutDestroyWindow() -- check the Win32 version
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* glutSetWindow() -- check the Win32 version
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* glutGetWindow() -- OK
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@ -66,7 +66,8 @@
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XVisualInfo* fgChooseVisual( void )
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{
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int bufferSize[] = { 16, 12, 8, 4, 2, 1 };
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#define BUFFER_SIZES 6
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int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 };
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GLboolean wantIndexedMode = FALSE;
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int attributes[ 32 ];
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int where = 0;
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@ -74,90 +75,47 @@ XVisualInfo* fgChooseVisual( void )
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/*
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* First we have to process the display mode settings...
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*/
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/*
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* Why is there a semi-colon in this #define? The code
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* that uses the macro seems to always add more semicolons...
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*/
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#define ATTRIB(a) attributes[where++]=a;
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#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
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/*
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* Decide if we want a true or indexed color visual:
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*/
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if( !(fgState.DisplayMode & GLUT_INDEX) )
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if( fgState.DisplayMode & GLUT_INDEX )
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{
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/*
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* We are sure that there will be R, B and B components requested:
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*/
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ATTRIB( GLX_RGBA );
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ATTRIB( GLX_RED_SIZE ); ATTRIB( 1 );
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ATTRIB( GLX_GREEN_SIZE ); ATTRIB( 1 );
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ATTRIB( GLX_BLUE_SIZE ); ATTRIB( 1 );
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/*
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* Check if the A component is required, too:
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*/
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if( fgState.DisplayMode & GLUT_ALPHA )
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{
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ATTRIB( GLX_ALPHA_SIZE ); ATTRIB( 1 );
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}
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ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
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wantIndexedMode = TRUE;
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}
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else
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{
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/*
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* We've got an indexed color request
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*/
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ATTRIB( GLX_BUFFER_SIZE ); ATTRIB( 8 );
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/*
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* Set the 'I want indexed mode' switch
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*/
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wantIndexedMode = TRUE;
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ATTRIB( GLX_RGBA );
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ATTRIB_VAL( GLX_RED_SIZE, 1 );
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ATTRIB_VAL( GLX_GREEN_SIZE, 1 );
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ATTRIB_VAL( GLX_BLUE_SIZE, 1 );
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if( fgState.DisplayMode & GLUT_ALPHA )
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ATTRIB_VAL( GLX_ALPHA_SIZE, 1 );
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}
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/*
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* We can have double or single buffered contexts created
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*/
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if( fgState.DisplayMode & GLUT_DOUBLE )
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{
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ATTRIB( GLX_DOUBLEBUFFER );
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}
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/*
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* Stereoscopy seems a nice thing to have
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*/
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if( fgState.DisplayMode & GLUT_STEREO )
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{
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ATTRIB( GLX_STEREO );
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}
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/*
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* Depth buffer is almost always required
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*/
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if( fgState.DisplayMode & GLUT_DEPTH )
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{
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ATTRIB( GLX_DEPTH_SIZE ); ATTRIB( 1 );
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}
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ATTRIB_VAL( GLX_DEPTH_SIZE, 1 );
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/*
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* Stenciling support
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*/
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if( fgState.DisplayMode & GLUT_STENCIL )
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{
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ATTRIB( GLX_STENCIL_SIZE ); ATTRIB( 1 );
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}
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ATTRIB_VAL( GLX_STENCIL_SIZE, 1 );
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/*
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* And finally the accumulation buffers
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*/
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if( fgState.DisplayMode & GLUT_ACCUM )
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{
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ATTRIB( GLX_ACCUM_RED_SIZE ); ATTRIB( 1 );
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ATTRIB( GLX_ACCUM_GREEN_SIZE ); ATTRIB( 1 );
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ATTRIB( GLX_ACCUM_BLUE_SIZE ); ATTRIB( 1 );
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/*
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* Check if the A component is required, too:
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*/
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ATTRIB_VAL( GLX_ACCUM_RED_SIZE, 1 );
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ATTRIB_VAL( GLX_ACCUM_GREEN_SIZE, 1 );
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ATTRIB_VAL( GLX_ACCUM_BLUE_SIZE, 1 );
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if( fgState.DisplayMode & GLUT_ALPHA )
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{
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ATTRIB( GLX_ACCUM_ALPHA_SIZE ); ATTRIB( 1 );
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}
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ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
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}
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/*
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@ -165,48 +123,28 @@ XVisualInfo* fgChooseVisual( void )
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*/
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ATTRIB( None );
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/*
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* OKi now, we've got two cases -- RGB(A) and index mode visuals
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*/
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if( wantIndexedMode == FALSE )
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{
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/*
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* The easier one. And more common, too.
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*/
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return( glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes ) );
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}
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return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
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attributes );
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else
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{
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XVisualInfo* visualInfo;
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int i;
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/*
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* In indexed mode, we need to check how many bits of depth can we achieve
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* In indexed mode, we need to check how many bits of depth can we
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* achieve. We do this by trying each possibility from the list
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* given in the {bufferSize} array. If we match, we return to caller.
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*/
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for( i=0; i<6; i++ )
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for( i=0; i<BUFFER_SIZES; i++ )
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{
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/*
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* The GLX_BUFFER_SIZE value comes always first, so:
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*/
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attributes[ 1 ] = bufferSize[ i ];
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/*
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* Check if such visual is possible
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*/
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visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes );
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/*
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* The buffer size are sorted in descendant order, so choose the first:
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*/
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visualInfo = glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
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attributes );
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if( visualInfo != NULL )
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return( visualInfo );
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return visualInfo;
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}
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/*
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* If we are still here, it means that the visual info was not found
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*/
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return( NULL );
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return NULL;
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}
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}
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#endif
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