+#include <GL/gl.h>
#include <glib.h>
#include "render.h"
#include "gradient.h"
end-=inw;
}
}
-
+#ifdef USE_GL
+void render_gl_gradient(Surface *sf, int x, int y, int w, int h)
+{
+ float pr,pg,pb;
+ float sr, sg, sb;
+
+ pr = (float)sf->data.planar.primary->r/255.0;
+ pg = (float)sf->data.planar.primary->g/255.0;
+ pb = (float)sf->data.planar.primary->b/255.0;
+ if (sf->data.planar.secondary) {
+ sr = (float)sf->data.planar.secondary->r/255.0;
+ sg = (float)sf->data.planar.secondary->g/255.0;
+ sb = (float)sf->data.planar.secondary->b/255.0;
+ }
+ switch (sf->data.planar.grad) {
+ case Background_Solid: /* already handled */
+ glBegin(GL_TRIANGLES);
+ glColor3f(pr, pg, pb);
+ glVertex3i(x, y, 0);
+ glVertex3i(x+w, y, 0);
+ glVertex3i(x+w, y+h, 0);
+
+ glVertex3i(x+w, y+h, 0);
+ glVertex3i(x, y+h, 0);
+ glVertex3i(x, y, 0);
+ glEnd();
+ return;
+ case Background_Vertical:
+ glBegin(GL_TRIANGLES);
+ glColor3f(pr, pg, pb);
+ glVertex3i(x, y, 0);
+ glColor3f(sr, sg, sb);
+ glVertex3i(x+w, y, 0);
+ glVertex3i(x+w, y+h, 0);
+
+ glVertex3i(x+w, y+h, 0);
+ glColor3f(pr, pg, pb);
+ glVertex3i(x, y+h, 0);
+ glVertex3i(x, y, 0);
+ glEnd();
+ break;
+ case Background_Horizontal:
+ glBegin(GL_TRIANGLES);
+ glColor3f(pr, pg, pb);
+ glVertex3i(x, y, 0);
+ glVertex3i(x+w, y, 0);
+ glColor3f(sr, sg, sb);
+ glVertex3i(x+w, y+h, 0);
+
+ glVertex3i(x+w, y+h, 0);
+ glVertex3i(x, y+h, 0);
+ glColor3f(pr, pg, pb);
+ glVertex3i(x, y, 0);
+ glEnd();
+ break;
+ case Background_Diagonal:
+printf("diagonal\n");
+ break;
+ case Background_CrossDiagonal:
+printf("crossdiagonal\n");
+ break;
+ case Background_Pyramid:
+printf("pyramid\n");
+ break;
+ case Background_PipeCross:
+printf("pipecross\n");
+ break;
+ case Background_Rectangle:
+printf("rect\n");
+ break;
+ default:
+ g_message("unhandled gradient");
+ return;
+ }
+}
+#endif /* USE_GL */
#include <X11/Xlib.h>
#include <X11/Xutil.h>
+
+#ifdef USE_GL
+# include <GL/glx.h>
+#endif
+
#include <glib.h>
#include "render.h"
#include "gradient.h"
Visual *render_visual;
Colormap render_colormap;
+
int render_red_offset = 0, render_green_offset = 0, render_blue_offset = 0;
int render_red_shift, render_green_shift, render_blue_shift;
int render_red_mask, render_green_mask, render_blue_mask;
+
+#ifdef USE_GL
+
+GLXContext render_glx_context;
+
+int render_glx_rating(XVisualInfo *v)
+{
+ int er;
+ int rating = 0;
+ int val;
+ printf("evaluating visual %d\n", v->visualid);
+ glXGetConfig(ob_display, v, GLX_BUFFER_SIZE, &val);
+ printf("buffer size %d\n", val);
+
+ switch (val) {
+ case 32:
+ rating += 300;
+ break;
+ case 24:
+ rating += 200;
+ break;
+ case 16:
+ rating += 100;
+ break;
+ }
+
+ glXGetConfig(ob_display, v, GLX_LEVEL, &val);
+ printf("level %d\n", val);
+ if (val != 0)
+ rating = -10000;
+
+ glXGetConfig(ob_display, v, GLX_DEPTH_SIZE, &val);
+ printf("depth size %d\n", val);
+ switch (val) {
+ case 32:
+ rating += 30;
+ break;
+ case 24:
+ rating += 20;
+ break;
+ case 16:
+ rating += 10;
+ break;
+ case 0:
+ rating -= 10000;
+ }
+
+ glXGetConfig(ob_display, v, GLX_DOUBLEBUFFER, &val);
+ printf("double buffer %d\n", val);
+ if (val)
+ rating++;
+ return rating;
+}
+#endif /* USE_GL */
+
void render_startup(void)
{
+ int count, i = 0, val, best = 0, rate = 0, temp;
+ XVisualInfo vimatch, *vilist;
paint = x_paint;
render_depth = DefaultDepth(ob_display, ob_screen);
render_visual = DefaultVisual(ob_display, ob_screen);
render_colormap = DefaultColormap(ob_display, ob_screen);
+#ifdef USE_GL
+ vimatch.screen = ob_screen;
+ vimatch.class = TrueColor;
+ vilist = XGetVisualInfo(ob_display, VisualScreenMask | VisualClassMask,
+ &vimatch, &count);
+
+ if (vilist) {
+ printf("looking for a GL visualin %d visuals\n", count);
+ for (i = 0; i < count; i++) {
+ glXGetConfig(ob_display, &vilist[i], GLX_USE_GL, &val);
+ if (val) {
+ temp = render_glx_rating(&vilist[i]);
+ if (temp > rate) {
+ best = i;
+ rate = temp;
+ }
+ }
+ }
+ }
+ if (rate > 0) {
+ printf("picked visual %d with rating %d\n", best, rate);
+ render_depth = vilist[best].depth;
+ render_visual = vilist[best].visual;
+ render_colormap = XCreateColormap(ob_display, ob_root,
+ render_visual, AllocNone);
+ render_visual_info = vilist[best];
+ render_glx_context = glXCreateContext(ob_display, &render_visual_info,
+ NULL, True);
+ if (render_glx_context == NULL)
+ printf("sadness\n");
+ else {
+ paint = gl_paint;
+ }
+ }
+#endif /*USE_GL*/
+
+
switch (render_visual->class) {
case TrueColor:
truecolor_startup();
if (oldp != None) XFreePixmap(ob_display, oldp);
}
-/*
-void gl_paint(Window win, Appearance *l)
-{
- glXMakeCurrent(ob_display, win, gl_context);
-}
-*/
-
void render_shutdown(void)
{
}
return TRUE;
}
+
+#ifdef USE_GL
+void gl_paint(Window win, Appearance *l)
+{
+ int err;
+ Window root, child;
+ int i, transferred = 0, sw, b, d;
+ pixel32 *source, *dest;
+ Pixmap oldp;
+ int tempx, tempy, absx, absy, absw, absh;
+ int x = l->area.x;
+ int y = l->area.y;
+ int w = l->area.width;
+ int h = l->area.height;
+ Rect tarea; /* area in which to draw textures */
+ if (w <= 0 || h <= 0 || x+w <= 0 || y+h <= 0) return;
+
+ g_assert(l->surface.type == Surface_Planar);
+
+printf("making %p, %p, %p current\n", ob_display, win, render_glx_context);
+ err = glXMakeCurrent(ob_display, win, render_glx_context);
+g_assert(err != 0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, 1376, 1032, 0, 0, 10);
+ if (XGetGeometry(ob_display, win, &root, &tempx, &tempy,
+ &absw, &absh, &b, &d) &&
+ XTranslateCoordinates(ob_display, win, root, tempx, tempy,
+ &absx, &absy, &child))
+ printf("window at %d, %d (%d,%d)\n", absx, absy, absw, absh);
+ else
+ return;
+
+ glViewport(0, 0, 1376, 1032);
+ glMatrixMode(GL_MODELVIEW);
+ glTranslatef(-absx, 1032-absh-absy, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+
+ if (l->surface.data.planar.grad == Background_ParentRelative) {
+ printf("crap\n");
+ } else
+ render_gl_gradient(&l->surface, absx+x, absy+y, absw, absh);
+
+ glXSwapBuffers(ob_display, win);
+}
+
+#endif /* USE_GL */