//Xorg/GLX OpenGL 2.0 driver //note: this is a fallback driver for use when OpenGL 3.2 is not available. //see glx.cpp for comments on how this driver operates (they are very similar.) #if defined(DISPLAY_XORG) #include #include #ifndef glGetProcAddress #define glGetProcAddress(name) (*glXGetProcAddress)((const GLubyte*)(name)) #endif #elif defined(DISPLAY_QUARTZ) #include #elif defined(DISPLAY_WINDOWS) #include #include #ifndef glGetProcAddress #define glGetProcAddress(name) wglGetProcAddress(name) #endif #else #error "ruby::OpenGL2: unsupported platform" #endif struct VideoGLX2 : VideoDriver { VideoGLX2& self = *this; VideoGLX2(Video& super) : VideoDriver(super) { construct(); } ~VideoGLX2() { destruct(); } auto create() -> bool { VideoDriver::exclusive = true; VideoDriver::format = "ARGB24"; return initialize(); } auto driver() -> string override { return "OpenGL 2.0"; } auto ready() -> bool override { return _ready; } auto hasFullScreen() -> bool override { return true; } auto hasMonitor() -> bool override { return true; } auto hasContext() -> bool override { return true; } auto hasBlocking() -> bool override { return true; } auto hasFlush() -> bool override { return true; } auto hasShader() -> bool override { return true; } auto hasFormats() -> vector override { if(_depth == 30) return {"ARGB30", "ARGB24"}; if(_depth == 24) return {"ARGB24"}; return {"ARGB24"}; //fallback } auto setFullScreen(bool fullScreen) -> bool override { return initialize(); } auto setMonitor(string monitor) -> bool override { return initialize(); } auto setContext(uintptr context) -> bool override { return initialize(); } auto setBlocking(bool blocking) -> bool override { if(glXSwapInterval) glXSwapInterval(blocking); return true; } auto setFormat(string format) -> bool override { if(format == "ARGB24") { _glFormat = GL_UNSIGNED_INT_8_8_8_8_REV; return initialize(); } if(format == "ARGB30") { _glFormat = GL_UNSIGNED_INT_2_10_10_10_REV; return initialize(); } return false; } auto setShader(string shader) -> bool override { return true; } auto focused() -> bool override { return true; } auto clear() -> void override { memory::fill(_glBuffer, _glWidth * _glHeight); glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glFlush(); if(_isDoubleBuffered) glXSwapBuffers(_display, _glXWindow); } auto size(uint& width, uint& height) -> void override { if(self.fullScreen) { width = _monitorWidth; height = _monitorHeight; } else { XWindowAttributes parent; XGetWindowAttributes(_display, _parent, &parent); width = parent.width; height = parent.height; } } auto acquire(uint32_t*& data, uint& pitch, uint width, uint height) -> bool override { if(width != _width || height != _height) resize(width, height); pitch = _glWidth * sizeof(uint32_t); return data = _glBuffer; } auto release() -> void override { } auto output(uint width, uint height) -> void override { XWindowAttributes window; XGetWindowAttributes(_display, _window, &window); XWindowAttributes parent; XGetWindowAttributes(_display, _parent, &parent); if(window.width != parent.width || window.height != parent.height) { XResizeWindow(_display, _window, parent.width, parent.height); } uint viewportX = 0; uint viewportY = 0; uint viewportWidth = parent.width; uint viewportHeight = parent.height; if(self.fullScreen) { viewportX = _monitorX; viewportY = _monitorY; viewportWidth = _monitorWidth; viewportHeight = _monitorHeight; } if(!width) width = viewportWidth; if(!height) height = viewportHeight; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, self.shader == "Blur" ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, self.shader == "Blur" ? GL_LINEAR : GL_NEAREST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //vertex coordinates range from (0,0) to (1,1) for the entire desktop (all monitors) glOrtho(0, 1, 0, 1, -1.0, 1.0); //set the viewport to the entire desktop (all monitors) glViewport(0, 0, parent.width, parent.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPixelStorei(GL_UNPACK_ROW_LENGTH, _glWidth); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height, GL_BGRA, _glFormat, _glBuffer); //normalize texture coordinates and adjust for NPOT textures double w = (double)_width / (double)_glWidth; double h = (double)_height / (double)_glHeight; //size of the active monitor double mw = (double)viewportWidth / (double)parent.width; double mh = (double)viewportHeight / (double)parent.height; //offset of the active monitor double mx = (double)viewportX / (double)parent.width; double my = (double)viewportY / (double)parent.height; //size of the render area double vw = (double)width / (double)parent.width; double vh = (double)height / (double)parent.height; //center the render area within the active monitor double vl = mx + (mw - vw) / 2; double vt = my + (mh - vh) / 2; double vr = vl + vw; double vb = vt + vh; //OpenGL places (0,0) at the bottom left; convert our (0,0) at the top left to this form: vt = 1.0 - vt; vb = 1.0 - vb; glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex3f(vl, vt, 0); glTexCoord2f(w, 0); glVertex3f(vr, vt, 0); glTexCoord2f(0, h); glVertex3f(vl, vb, 0); glTexCoord2f(w, h); glVertex3f(vr, vb, 0); glEnd(); glFlush(); if(_isDoubleBuffered) glXSwapBuffers(_display, _glXWindow); if(self.flush) glFinish(); } auto poll() -> void override { while(XPending(_display)) { XEvent event; XNextEvent(_display, &event); if(event.type == Expose) { XWindowAttributes attributes; XGetWindowAttributes(_display, _window, &attributes); super.doUpdate(attributes.width, attributes.height); } } } private: auto construct() -> void { _display = XOpenDisplay(nullptr); _screen = DefaultScreen(_display); XWindowAttributes attributes{}; XGetWindowAttributes(_display, RootWindow(_display, _screen), &attributes); _depth = attributes.depth; } auto destruct() -> void { terminate(); XCloseDisplay(_display); } auto initialize() -> bool { terminate(); if(!self.fullScreen && !self.context) return false; int versionMajor = 0, versionMinor = 0; glXQueryVersion(_display, &versionMajor, &versionMinor); if(versionMajor < 1 || (versionMajor == 1 && versionMinor < 2)) return false; int redDepth = self.format == "RGB30" ? 10 : 8; int greenDepth = self.format == "RGB30" ? 10 : 8; int blueDepth = self.format == "RGB30" ? 10 : 8; int attributeList[] = { GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DOUBLEBUFFER, True, GLX_RED_SIZE, redDepth, GLX_GREEN_SIZE, greenDepth, GLX_BLUE_SIZE, blueDepth, None }; int fbCount = 0; auto fbConfig = glXChooseFBConfig(_display, _screen, attributeList, &fbCount); if(fbCount == 0) return false; auto visual = glXGetVisualFromFBConfig(_display, fbConfig[0]); _parent = self.fullScreen ? RootWindow(_display, visual->screen) : (Window)self.context; XWindowAttributes windowAttributes; XGetWindowAttributes(_display, _parent, &windowAttributes); auto monitor = Video::monitor(self.monitor); _monitorX = monitor.x; _monitorY = monitor.y; _monitorWidth = monitor.width; _monitorHeight = monitor.height; _colormap = XCreateColormap(_display, RootWindow(_display, visual->screen), visual->visual, AllocNone); XSetWindowAttributes attributes{}; attributes.border_pixel = 0; attributes.colormap = _colormap; attributes.override_redirect = self.fullScreen; _window = XCreateWindow(_display, _parent, 0, 0, windowAttributes.width, windowAttributes.height, 0, visual->depth, InputOutput, visual->visual, CWBorderPixel | CWColormap | CWOverrideRedirect, &attributes); XSelectInput(_display, _window, ExposureMask); XSetWindowBackground(_display, _window, 0); XMapWindow(_display, _window); XFlush(_display); while(XPending(_display)) { XEvent event; XNextEvent(_display, &event); } _glXContext = glXCreateContext(_display, visual, 0, GL_TRUE); glXMakeCurrent(_display, _glXWindow = _window, _glXContext); if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalMESA"); if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalSGI"); if(glXSwapInterval) glXSwapInterval(self.blocking); int value = 0; glXGetConfig(_display, visual, GLX_DOUBLEBUFFER, &value); _isDoubleBuffered = value; _isDirect = glXIsDirect(_display, _glXContext); glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_POLYGON_SMOOTH); glDisable(GL_STENCIL_TEST); glEnable(GL_DITHER); glEnable(GL_TEXTURE_2D); resize(256, 256); return _ready = true; } auto terminate() -> void { _ready = false; if(_glTexture) { glDeleteTextures(1, &_glTexture); _glTexture = 0; } if(_glBuffer) { delete[] _glBuffer; _glBuffer = nullptr; } _glWidth = 0; _glHeight = 0; if(_glXContext) { glXDestroyContext(_display, _glXContext); _glXContext = nullptr; } if(_window) { XUnmapWindow(_display, _window); _window = 0; } if(_colormap) { XFreeColormap(_display, _colormap); _colormap = 0; } } auto resize(uint width, uint height) -> void { _width = width; _height = height; if(_glTexture == 0) glGenTextures(1, &_glTexture); _glWidth = max(_glWidth, width); _glHeight = max(_glHeight, height); delete[] _glBuffer; _glBuffer = new uint32_t[_glWidth * _glHeight](); glBindTexture(GL_TEXTURE_2D, _glTexture); glPixelStorei(GL_UNPACK_ROW_LENGTH, _glWidth); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _glWidth, _glHeight, 0, GL_BGRA, _glFormat, _glBuffer); } bool _ready = false; bool blur = false; Display* _display = nullptr; uint _monitorX = 0; uint _monitorY = 0; uint _monitorWidth = 0; uint _monitorHeight = 0; int _screen = 0; uint _depth = 24; //depth of the default root window Window _parent = 0; Window _window = 0; Colormap _colormap = 0; GLXContext _glXContext = nullptr; GLXWindow _glXWindow = 0; bool _isDoubleBuffered = false; bool _isDirect = false; uint _width = 256; uint _height = 256; GLuint _glTexture = 0; uint32_t* _glBuffer = nullptr; uint _glWidth = 0; uint _glHeight = 0; uint _glFormat = GL_UNSIGNED_INT_8_8_8_8_REV; auto (*glXSwapInterval)(int) -> int = nullptr; };