/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2003, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #include #include namespace { const int fbAttrList[] = { GLX_RED_SIZE, 16, GLX_GREEN_SIZE, 16, GLX_BLUE_SIZE, 16, GLX_ALPHA_SIZE, 16, GLX_STENCIL_SIZE, 0, GLX_DEPTH_SIZE, 0, GLX_FLOAT_COMPONENTS_NV, true, GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT, 0 }; const int pbAttrList[] = { GLX_LARGEST_PBUFFER, true, GLX_PRESERVED_CONTENTS, true, 0 }; } // namespace GlFloatPbuffer::GlFloatPbuffer (const Imath::V2i & dim) : _dim (dim), _display (0), _context (0), _pbuffer (0), _prevDisplay (0), _prevContext (0), _prevDrawable (None) { _prevDisplay = glXGetCurrentDisplay (); if (!_prevDisplay) { // // Try to connect to the default display. // _prevDisplay = XOpenDisplay (0); if (!_prevDisplay) { THROW (Iex::BaseExc, "Can't create pbuffer " << "(can't connect to default display)"); } } _prevDrawable = glXGetCurrentDrawable (); _prevContext = glXGetCurrentContext (); _display = _prevDisplay; int screen = DefaultScreen (_display); int unused; GLXFBConfig * config = glXChooseFBConfigSGIX (_display, screen, fbAttrList, &unused); if (!config) { THROW (Iex::BaseExc, "Can't create pbuffer " << "(glXChooseFBConfigSGIX failed)"); } _pbuffer = glXCreateGLXPbufferSGIX (_display, config[0], _dim.x, _dim.y, pbAttrList); if (!_pbuffer) { THROW (Iex::BaseExc, "Can't create pbuffer " << "(glXCreateGLXPbufferSGIX failed)"); } _context = glXCreateContextWithConfigSGIX (_display, config[0], GLX_RGBA_TYPE, glXGetCurrentContext (), true); if (!_context) { THROW (Iex::BaseExc, "Can't create pbuffer " << "(glXCreateContextWithConfigSGIX failed)"); } } GlFloatPbuffer::~GlFloatPbuffer () { if (_context && _display) glXDestroyContext (_display, _context); if (_pbuffer && _display) glXDestroyGLXPbufferSGIX (_display, _pbuffer); // // Restore previous context, if valid. // if (_prevDisplay && (_prevDrawable != None) && _prevContext) glXMakeCurrent (_prevDisplay, _prevDrawable, _prevContext); } void GlFloatPbuffer::activate () { // // Save current context. // _prevDisplay = glXGetCurrentDisplay (); _prevDrawable = glXGetCurrentDrawable (); _prevContext = glXGetCurrentContext (); glXMakeCurrent (_display, _pbuffer, _context); } void GlFloatPbuffer::deactivate () { // // Restore previous context, if valid. // if (_prevDisplay && (_prevDrawable != None) && _prevContext) glXMakeCurrent (_prevDisplay, _prevDrawable, _prevContext); }