/* Copyright (c) Mark J. Kilgard, 1996, 1997. */
/* This program is freely distributable without licensing fees
and is provided without guarantee or warrantee expressed or
implied. This program is -not- in the public domain. */
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <assert.h>
#if !defined(WIN32)
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h> /* for XA_RGB_DEFAULT_MAP atom */
#if defined (__vms)
#include <X11/StdCmap.h> /* for XmuLookupStandardColormap */
#else
#include <X11/Xmu/StdCmap.h> /* for XmuLookupStandardColormap */
#endif
#endif /* !WIN32 */
#include <GL/glut.h>
#include "glutint.h"
#include "layerutil.h"
static Criterion requiredOverlayCriteria[] =
{
{LEVEL, EQ, 1}, /* This entry gets poked in
determineOverlayVisual. */
{TRANSPARENT, EQ, 1},
{XPSEUDOCOLOR, EQ, 1},
{RGBA, EQ, 0},
{BUFFER_SIZE, GTE, 1}
};
static int numRequiredOverlayCriteria = sizeof(requiredOverlayCriteria) / sizeof(Criterion);
static int requiredOverlayCriteriaMask =
(1 << LEVEL) | (1 << TRANSPARENT) | (1 << XSTATICGRAY) | (1 << RGBA) | (1 << CI_MODE);
static int
checkOverlayAcceptability(XVisualInfo * vi, unsigned int mode)
{
int value;
/* Must support OpenGL. */
glXGetConfig(__glutDisplay, vi, GLX_USE_GL, &value);
if (!value)
return 1;
/* Must be color index. */
glXGetConfig(__glutDisplay, vi, GLX_RGBA, &value);
if (value)
return 1;
/* Must match single/double buffering request. */
glXGetConfig(__glutDisplay, vi, GLX_DOUBLEBUFFER, &value);
if (GLUT_WIND_IS_DOUBLE(mode) != (value != 0))
return 1;
/* Must match mono/stereo request. */
glXGetConfig(__glutDisplay, vi, GLX_STEREO, &value);
if (GLUT_WIND_IS_STEREO(mode) != (value != 0))
return 1;
/* Alpha and accumulation buffers incompatible with color
index. */
if (GLUT_WIND_HAS_ALPHA(mode) || GLUT_WIND_HAS_ACCUM(mode))
return 1;
/* Look for depth buffer if requested. */
glXGetConfig(__glutDisplay, vi, GLX_DEPTH_SIZE, &value);
if (GLUT_WIND_HAS_DEPTH(mode) && (value <= 0))
return 1;
/* Look for stencil buffer if requested. */
glXGetConfig(__glutDisplay, vi, GLX_STENCIL_SIZE, &value);
if (GLUT_WIND_HAS_STENCIL(mode) && (value <= 0))
return 1;
#if defined(GLX_VERSION_1_1) && defined(GLX_SGIS_multisample)
/* XXX Multisampled overlay color index?? Pretty unlikely. */
/* Look for multisampling if requested. */
if (__glutIsSupportedByGLX("GLX_SGIS_multisample"))
glXGetConfig(__glutDisplay, vi, GLX_SAMPLES_SGIS, &value);
else
value = 0;
if (GLUT_WIND_IS_MULTISAMPLE(mode) && (value <= 0))
return 1;
#endif
return 0;
}
static XVisualInfo *
getOverlayVisualInfoCI(unsigned int mode)
{
#if !defined(WIN32)
XLayerVisualInfo *vi;
XLayerVisualInfo template;
XVisualInfo *goodVisual, *returnVisual;
int nitems, i, j, bad;
/* The GLX 1.0 glXChooseVisual is does not permit queries
based on pixel transparency (and GLX_BUFFER_SIZE uses
"smallest that meets" its requirement instead of "largest
that meets" that GLUT wants. So, GLUT implements its own
visual selection routine for color index overlays. */
/* Try three overlay layers. */
for (i = 1; i <= 3; i++) {
template.vinfo.screen = __glutScreen;
template.vinfo.class = PseudoColor;
template.layer = i;
template.type = TransparentPixel;
vi = __glutXGetLayerVisualInfo(__glutDisplay,
VisualTransparentType | VisualScreenMask | VisualClassMask | VisualLayerMask,
&template, &nitems);
if (vi) {
/* Check list for acceptable visual meeting requirements
of requested display mode. */
for (j = 0; j < nitems; j++) {
bad = checkOverlayAcceptability(&vi[j].vinfo, mode);
if (bad) {
/* Set vi[j].vinfo.visual to mark it unacceptable. */
vi[j].vinfo.visual = NULL;
}
}
/* Look through list to find deepest acceptable visual. */
goodVisual = NULL;
for (j = 0; j < nitems; j++) {
if (vi[j].vinfo.visual) {
if (goodVisual == NULL) {
goodVisual = &vi[j].vinfo;
} else {
if (goodVisual->depth < vi[j].vinfo.depth) {
goodVisual = &vi[j].vinfo;
}
}
}
}
/* If a visual is found, clean up and return the visual. */
if (goodVisual) {
returnVisual = (XVisualInfo *) malloc(sizeof(XVisualInfo));
if (returnVisual) {
*returnVisual = *goodVisual;
}
XFree(vi);
return returnVisual;
}
XFree(vi);
}
}
#endif /* !WIN32 */
return NULL;
}
/* ARGSUSED */
static XVisualInfo *
getOverlayVisualInfoRGB(unsigned int mode)
{
/* XXX For now, transparent RGBA overlays are not supported
by GLUT. RGBA overlays raise difficult questions about
what the transparent pixel (really color) value should be.
Color index overlay transparency is "easy" because the
transparent pixel value does not affect displayable colors
(except for stealing one color cell) since colors are
determined by indirection through a colormap, and because
it is uncommon for arbitrary pixel values in color index to
be "calculated" (as can occur with a host of RGBA operations
like lighting, blending, etc) so it is easy to avoid the
transparent pixel value.
Since it is typically easy to avoid the transparent pixel
value in color index mode, if GLUT tells the programmer what
pixel is transparent, then most program can easily avoid
generating that pixel value except when they intend
transparency. GLUT returns whatever transparent pixel value
is provided by the system through glutGet(
GLUT_TRANSPARENT_INDEX).
Theory versus practice for RGBA overlay transparency: In
theory, the reasonable thing is enabling overlay transparency
when an overlay pixel's destination alpha is 0 because this
allows overlay transparency to be controlled via alpha and all
visibile colors are permited, but no hardware I am aware of
supports this practice (and it requires destination alpha which
is typically optional and quite uncommon for overlay windows!).
In practice, the choice of transparent pixel value is typically
"hardwired" into most graphics hardware to a single pixel value.
SGI hardware uses true black (0,0,0) without regard for the
destination alpha. This is far from ideal because true black (a
common color that is easy to accidently generate) can not be
generated in an RGBA overlay. I am not sure what other vendors
do.
Pragmatically, most of the typical things you want to do in the
overlays can be done in color index (rubber banding, pop-up
menus, etc.). One solution for GLUT would be to simply
"advertise" what RGB triple (or possibly RGBA quadruple or
simply A alone) generates transparency. The problem with this
approach is that it forces programmers to avoid whatever
arbitrary color various systems decide is transparent. This is
a difficult burden to place on programmers that want to portably
make use of overlays.
To actually support transparent RGBA overlays, there are really
two reaonsable options. ONE: Simply mandate that true black is
the RGBA overlay transparent color (what IRIS GL did). This is
nice for programmers since only one option, nice for existing
SGI hardware, bad for anyone (including SGI) who wants to
improve upon "true black" RGB transparency.
Or TWO: Provide a set of queriable "transparency types" (like
"true black" or "alpha == 0" or "true white" or even a queriable
transparent color). This is harder for programmers, OK for
existing SGI hardware, and it leaves open the issue of what
other modes are reasonable.
Option TWO seems the more general approach, but since hardware
designers will likely only implement a single mode (this is a
scan out issue where bandwidth is pressing issue), codifying
multiple speculative approaches nobody may ever implement seems
silly. And option ONE fiats a suboptimal solution.
Therefore, I defer any decision of how GLUT should support RGBA
overlay transparency and leave support for it unimplemented.
Nobody has been pressing me for RGBA overlay transparency
(though people have requested color index overlay transparency
repeatedly). Geez, if you read this far you are either really
bored or maybe actually interested in this topic. Anyway, if
you have ideas (particularly if you plan on implementing a
hardware scheme for RGBA overlay transparency), I'd be
interested.
For the record, SGI's expiremental Framebufer Configuration
experimental GLX extension uses option TWO. Transparency modes
for "none" and "RGB" are defined (others could be defined
later). What RGB value is the transparent one must be queried.
I was hoping GLUT could have something that required less work
from the programmer to use portably. -mjk */
__glutWarning("RGBA overlays are not supported by GLUT (for now).");
return NULL;
}
static XVisualInfo *
getOverlayVisualInfo(unsigned int mode)
{
/* XXX GLUT_LUMINANCE not implemented for GLUT 3.0. */
if (GLUT_WIND_IS_LUMINANCE(mode))
return NULL;
if (GLUT_WIND_IS_RGB(mode))
return getOverlayVisualInfoRGB(mode);
else
return getOverlayVisualInfoCI(mode);
}
static void
addStaleWindow(GLUTwindow * window, Window win)
{
GLUTstale *entry;
entry = (GLUTstale *) malloc(sizeof(GLUTstale));
if (!entry)
__glutFatalError("out of memory");
entry->window = window;
entry->win = win;
entry->next = __glutStaleWindowList;
__glutStaleWindowList = entry;
}
void
__glutFreeOverlay(GLUToverlay * overlay)
{
if (overlay->visAlloced)
XFree(overlay->vis);
XDestroyWindow(__glutDisplay, overlay->win);
glXDestroyContext(__glutDisplay, overlay->ctx);
if (overlay->colormap) {
/* Only color index overlays have colormap data structure. */
__glutFreeColormap(overlay->colormap);
}
free(overlay);
}
static XVisualInfo *
determineOverlayVisual(int *treatAsSingle, Bool * visAlloced)
{
if (__glutDisplayString) {
XVisualInfo *vi;
int i;
/* __glutDisplayString should be NULL except if
glutInitDisplayString has been called to register a
different display string. Calling glutInitDisplayString
means using a string instead of an integer mask determine
the visual to use. Using the function pointer variable
__glutDetermineVisualFromString below avoids linking in
the code for implementing glutInitDisplayString (ie,
glut_dstr.o) unless glutInitDisplayString gets called by
the application. */
assert(__glutDetermineVisualFromString);
/* Try three overlay layers. */
*visAlloced = False;
for (i = 1; i <= 3; i++) {
requiredOverlayCriteria[0].value = i;
vi = __glutDetermineVisualFromString(__glutDisplayString, treatAsSingle,
requiredOverlayCriteria, numRequiredOverlayCriteria,
requiredOverlayCriteriaMask);
if (vi) {
return vi;
}
}
return NULL;
} else {
*visAlloced = True;
return __glutDetermineVisual(__glutDisplayMode,
treatAsSingle, getOverlayVisualInfo);
}
}
/* CENTRY */
void APIENTRY
glutEstablishOverlay(void)
{
GLUToverlay *overlay;
GLUTwindow *window;
XSetWindowAttributes wa;
/* Register a routine to free an overlay with glut_win.c;
this keeps glut_win.c from pulling in all of
glut_overlay.c when no overlay functionality is used by
the application. */
__glutFreeOverlayFunc = __glutFreeOverlay;
window = __glutCurrentWindow;
/* Allow for an existant overlay to be re-established perhaps
if you wanted a different display mode. */
if (window->overlay) {
addStaleWindow(window, window->overlay->win);
__glutFreeOverlay(window->overlay);
}
overlay = (GLUToverlay *) malloc(sizeof(GLUToverlay));
if (!overlay)
__glutFatalError("out of memory.");
overlay->vis = determineOverlayVisual(&overlay->treatAsSingle,
&overlay->visAlloced);
if (!overlay->vis) {
__glutFatalError("lacks overlay support.");
}
overlay->ctx = glXCreateContext(__glutDisplay, overlay->vis,
None, __glutTryDirect);
if (!overlay->ctx) {
__glutFatalError(
"failed to create overlay OpenGL rendering context.");
}
#if !defined(WIN32)
overlay->isDirect = glXIsDirect(__glutDisplay, overlay->ctx);
if (__glutForceDirect) {
if (!overlay->isDirect) {
__glutFatalError("direct rendering not possible.");
}
}
#endif
__glutSetupColormap(overlay->vis, &overlay->colormap, &overlay->cmap);
overlay->transparentPixel = __glutGetTransparentPixel(__glutDisplay,
overlay->vis);
wa.colormap = overlay->cmap;
wa.background_pixel = overlay->transparentPixel;
wa.event_mask = window->eventMask & GLUT_OVERLAY_EVENT_FILTER_MASK;
wa.border_pixel = 0;
overlay->win = XCreateWindow(__glutDisplay,
window->win,
0, 0, window->width, window->height, 0,
#if defined(WIN32)
0, InputOutput, 0,
#else
overlay->vis->depth, InputOutput, overlay->vis->visual,
#endif
CWBackPixel | CWBorderPixel | CWEventMask | CWColormap,
&wa);
if (window->children) {
/* Overlay window must be lowered below any GLUT
subwindows. */
XLowerWindow(__glutDisplay, overlay->win);
}
XMapWindow(__glutDisplay, overlay->win);
overlay->shownState = 1;
overlay->display = NULL;
/* Make sure a reshape gets delivered. */
window->forceReshape = True;
#if !defined(WIN32)
__glutPutOnWorkList(__glutToplevelOf(window), GLUT_COLORMAP_WORK);
#endif
window->overlay = overlay;
glutUseLayer(GLUT_OVERLAY);
if (overlay->treatAsSingle) {
glDrawBuffer(GL_FRONT);
glReadBuffer(GL_FRONT);
}
}
void APIENTRY
glutRemoveOverlay(void)
{
GLUTwindow *window = __glutCurrentWindow;
GLUToverlay *overlay = __glutCurrentWindow->overlay;
if (!window->overlay)
return;
/* If using overlay, switch to the normal layer. */
if (window->renderWin == overlay->win) {
glutUseLayer(GLUT_NORMAL);
}
addStaleWindow(window, overlay->win);
__glutFreeOverlay(overlay);
window->overlay = NULL;
#if !defined(WIN32)
__glutPutOnWorkList(__glutToplevelOf(window), GLUT_COLORMAP_WORK);
#endif
}
void APIENTRY
glutUseLayer(GLenum layer)
{
GLUTwindow *window = __glutCurrentWindow;
switch (layer) {
case GLUT_NORMAL:
window->renderWin = window->win;
window->renderCtx = window->ctx;
break;
case GLUT_OVERLAY:
/* Did you crash here? Calling glutUseLayer(GLUT_OVERLAY)
without an overlay established is erroneous. Fix your
code. */
window->renderWin = window->overlay->win;
window->renderCtx = window->overlay->ctx;
break;
default:
__glutWarning("glutUseLayer: unknown layer, %d.", layer);
break;
}
__glutSetWindow(window);
}
void APIENTRY
glutPostOverlayRedisplay(void)
{
__glutPostRedisplay(__glutCurrentWindow, GLUT_OVERLAY_REDISPLAY_WORK);
}
/* The advantage of this routine is that it saves the cost of a
glutSetWindow call (entailing an expensive OpenGL context switch),
particularly useful when multiple windows need redisplays posted at
the same times. */
void APIENTRY
glutPostWindowOverlayRedisplay(int win)
{
__glutPostRedisplay(__glutWindowList[win - 1], GLUT_OVERLAY_REDISPLAY_WORK);
}
void APIENTRY
glutOverlayDisplayFunc(GLUTdisplayCB displayFunc)
{
if (!__glutCurrentWindow->overlay) {
__glutWarning("glutOverlayDisplayFunc: window has no overlay established");
return;
}
__glutCurrentWindow->overlay->display = displayFunc;
}
void APIENTRY
glutHideOverlay(void)
{
if (!__glutCurrentWindow->overlay) {
__glutWarning("glutHideOverlay: window has no overlay established");
return;
}
XUnmapWindow(__glutDisplay, __glutCurrentWindow->overlay->win);
__glutCurrentWindow->overlay->shownState = 0;
}
void APIENTRY
glutShowOverlay(void)
{
if (!__glutCurrentWindow->overlay) {
__glutWarning("glutShowOverlay: window has no overlay established");
return;
}
XMapWindow(__glutDisplay, __glutCurrentWindow->overlay->win);
__glutCurrentWindow->overlay->shownState = 1;
}
int APIENTRY
glutLayerGet(GLenum param)
{
switch (param) {
case GLUT_OVERLAY_POSSIBLE:
{
XVisualInfo *vi;
Bool dummy, visAlloced;
vi = determineOverlayVisual(&dummy, &visAlloced);
if (vi) {
if (visAlloced)
XFree(vi);
return 1;
}
return 0;
}
case GLUT_LAYER_IN_USE:
return __glutCurrentWindow->renderWin != __glutCurrentWindow->win;
case GLUT_HAS_OVERLAY:
return __glutCurrentWindow->overlay != NULL;
case GLUT_TRANSPARENT_INDEX:
if (__glutCurrentWindow->overlay) {
return __glutCurrentWindow->overlay->transparentPixel;
} else {
return -1;
}
case GLUT_NORMAL_DAMAGED:
/* __glutWindowDamaged is used so the damage state within
the window (or overlay belwo) can be cleared before
calling a display callback so on return, the state does
not have to be cleared (since upon return from the
callback the window could be destroyed (or layer
removed). */
return (__glutCurrentWindow->workMask & GLUT_REPAIR_WORK)
|| __glutWindowDamaged;
case GLUT_OVERLAY_DAMAGED:
if (__glutCurrentWindow->overlay) {
return (__glutCurrentWindow->workMask & GLUT_OVERLAY_REPAIR_WORK)
|| __glutWindowDamaged;
} else {
return -1;
}
default:
__glutWarning("invalid glutLayerGet param: %d", param);
return -1;
}
}
/* ENDCENTRY */