//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 : Video { VideoGLX2() { initialize(); } ~VideoGLX2() { terminate(); } auto ready() -> bool { return _ready; } auto context() -> uintptr { return _context; } auto blocking() -> bool { return _blocking; } auto smooth() -> bool { return _smooth; } auto setContext(uintptr context) -> bool { if(_context == context) return true; _context = context; return initialize(); } auto setBlocking(bool blocking) -> bool { if(_blocking == blocking) return true; _blocking = blocking; if(_ready && glXSwapInterval) glXSwapInterval(_blocking); return true; } auto setSmooth(bool smooth) -> bool { if(_smooth == smooth) return true; _smooth = smooth; return true; } auto clear() -> void { if(!ready()) return; memory::fill(_glBuffer, _glWidth * _glHeight * sizeof(uint32_t)); glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glFlush(); if(_isDoubleBuffered) glXSwapBuffers(_display, _glXWindow); } auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool { if(!ready()) return false; if(width != _width || height != _height) resize(width, height); pitch = _glWidth * sizeof(uint32_t); return data = _glBuffer; } auto unlock() -> void { if(!ready()) return; } auto output() -> void { if(!ready()) return; XWindowAttributes parent, child; XGetWindowAttributes(_display, (Window)_context, &parent); XGetWindowAttributes(_display, _window, &child); if(child.width != parent.width || child.height != parent.height) { XResizeWindow(_display, _window, parent.width, parent.height); } 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, _smooth ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _smooth ? GL_LINEAR : GL_NEAREST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, parent.width, 0, parent.height, -1.0, 1.0); 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, GL_UNSIGNED_INT_8_8_8_8_REV, _glBuffer); double w = (double)_width / (double)_glWidth; double h = (double)_height / (double)_glHeight; int u = parent.width; int v = parent.height; glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex3i(0, v, 0); glTexCoord2f(w, 0); glVertex3i(u, v, 0); glTexCoord2f(0, h); glVertex3i(0, 0, 0); glTexCoord2f(w, h); glVertex3i(u, 0, 0); glEnd(); glFlush(); if(_isDoubleBuffered) glXSwapBuffers(_display, _glXWindow); } private: auto initialize() -> bool { terminate(); if(!_context) return false; _display = XOpenDisplay(0); _screen = DefaultScreen(_display); int versionMajor = 0, versionMinor = 0; glXQueryVersion(_display, &versionMajor, &versionMinor); if(versionMajor < 1 || (versionMajor == 1 && versionMinor < 2)) return false; XWindowAttributes windowAttributes; XGetWindowAttributes(_display, (Window)_context, &windowAttributes); int attributeList[] = { GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DOUBLEBUFFER, True, GLX_RED_SIZE, 8, GLX_GREEN_SIZE, 8, GLX_BLUE_SIZE, 8, None }; int fbCount = 0; auto fbConfig = glXChooseFBConfig(_display, _screen, attributeList, &fbCount); if(fbCount == 0) return false; auto vi = glXGetVisualFromFBConfig(_display, fbConfig[0]); _colormap = XCreateColormap(_display, RootWindow(_display, vi->screen), vi->visual, AllocNone); XSetWindowAttributes attributes; attributes.colormap = _colormap; attributes.border_pixel = 0; _window = XCreateWindow(_display, (Window)_context, 0, 0, windowAttributes.width, windowAttributes.height, 0, vi->depth, InputOutput, vi->visual, CWColormap | CWBorderPixel, &attributes); XSetWindowBackground(_display, _window, 0); XMapWindow(_display, _window); XFlush(_display); while(XPending(_display)) { XEvent event; XNextEvent(_display, &event); } _glXContext = glXCreateContext(_display, vi, 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(_blocking); int value = 0; glXGetConfig(_display, vi, 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; } if(_display) { XCloseDisplay(_display); _display = nullptr; } } 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, GL_UNSIGNED_INT_8_8_8_8_REV, _glBuffer); } auto (*glXSwapInterval)(int) -> int = nullptr; bool _ready = false; uintptr _context = 0; bool _blocking = false; bool _smooth = true; Display* _display = nullptr; int _screen = 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; };