// init ... open a window and set initial default values
int OpenGLDisplayDevice::init(int argc, char **argv, VMDApp *app, int *size, int *loc) {
  vmdapp = app; // save VMDApp handle for use by drag-and-drop handlers

  // open the window
  if (open_window(name, size, loc, argc, argv) != 0) return FALSE;
  if (!have_window) return FALSE;

  // get screen size 
  // XXX There's no Win32 API to get the full multi-monitor desktop,
  //     so this code doesn't correctly handle multi-monitor systems yet.
  //     To correctly handle multiple monitors, we'd have to 
  //     walk the device tree, take into account monitor layout/positioning, 
  //     and compute the desktop dimensions from that.  Since these values
  //     are currently only used by do_reposition_window() method, we can
  //     live with primary-monitor values for the time being.
  screenX = GetSystemMetrics(SM_CXSCREEN);
  screenY = GetSystemMetrics(SM_CYSCREEN);

  // set flags for the capabilities of this display
  ext->hasmultisample = FALSE;      // no code for this extension yet
  ext->nummultisamples = 0;
  aaAvailable = FALSE;

  // set default settings
  if (ext->hasmultisample) {
    aa_on();  // enable fast multisample based antialiasing by default
              // other antialiasing techniques are slow, so only multisample
              // makes sense to enable by default.
  }

  cueingAvailable = TRUE;
  cueing_on(); // leave depth cueing on by default, despite the speed hit.

  cullingAvailable = TRUE;
  culling_off();

  set_sphere_mode(sphereMode);
  set_sphere_res(sphereRes);
  set_line_width(lineWidth);
  set_line_style(lineStyle);

  // reshape and clear the display, which initializes some other variables
  reshape();
  normal();
  clear();
  update();

  // successfully created window
  return TRUE;
}
int OpenGLPbufferDisplayDevice::init(int argc, char **argv, VMDApp *app, int *size, int *loc) {
  vmdapp = app; // save VMDApp handle for use by drag-and-drop handlers
                // and GPU memory management routines

  // open the window
  glxsrv.windowID = open_window(name, size, loc, argc, argv);
  if (!have_window) return FALSE;

  // set flags for the capabilities of this display
  // whether we can do antialiasing or not.
  if (ext->hasmultisample) 
    aaAvailable = TRUE;  // we use multisampling over other methods
  else
    aaAvailable = FALSE; // no non-multisample implementation yet

  // set default settings
  if (ext->hasmultisample) {
    aa_on();  // enable fast multisample based antialiasing by default
              // other antialiasing techniques are slow, so only multisample
              // makes sense to enable by default.
  } 

  cueingAvailable = TRUE;
  cueing_on(); // leave depth cueing on by default, despite the speed hit.

  cullingAvailable = TRUE;
  culling_off();

  set_sphere_mode(sphereMode);
  set_sphere_res(sphereRes);
  set_line_width(lineWidth);
  set_line_style(lineStyle);

  // reshape and clear the display, which initializes some other variables
  reshape();
  normal();
  clear();
  update();

  // We have a window, return success.
  return TRUE;
}
Esempio n. 3
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// constructor ... open a window and set initial default values
FltkOpenGLDisplayDevice::FltkOpenGLDisplayDevice(int argc, char **argv, 
  VMDApp *vmdapp_p, int *size, int *loc)
    : OpenGLRenderer((char *) "VMD " VMDVERSION " OpenGL Display") {

  vmdapp = vmdapp_p; // save VMDApp handle for use by drag-and-drop handlers, 
                     // and GPU memory management routines

  // set up data possible before opening window
  stereoNames = glStereoNameStr;
  stereoModes = OPENGL_STEREO_MODES;

  // GLSL is only available on MacOS X 10.4 and later.
  renderNames = glRenderNameStr;
  renderModes = OPENGL_RENDER_MODES;

  cacheNames = glCacheNameStr;
  cacheModes = OPENGL_CACHE_MODES;

  // open the window
  int SX = 100, SY = 100, W, H;

  W = size[0];
  H = size[1];
  if (loc) {
    SX = loc[0];
    SY = loc[1];
  }
  window = new myglwindow(SX, SY, W, H, name, this, vmdapp_p);

  ext->hasstereo = FALSE;         // stereo is off initially
  ext->stereodrawforced = FALSE;  // stereo not forced initially
  ext->hasmultisample = FALSE;    // multisample is off initially

  int rc=0;
// FLTK stereo support only started working for MacOS X at around version 1.1.7
#if (FL_MAJOR_VERSION >= 1) && (((FL_MINOR_VERSION >= 1) && (FL_PATCH_VERSION >= 7)) || ((FL_MINOR_VERSION >= 1) && (FL_PATCH_VERSION >= 7)))
  // find an appropriate visual and colormap ...
  if (getenv("VMDPREFERSTEREO") != NULL) {
    // Stereo limps along with FLTK 1.1.7 on MacOS X
    rc = window->mode(FL_RGB8 | FL_DOUBLE | FL_STENCIL | FL_STEREO);
    ext->hasstereo = TRUE;
#if defined(__APPLE__)
    ext->stereodrawforced = TRUE; // forced draw in stereo all the time when on
#endif
  // FLTK multisample antialiasing still doesn't actually work in 
  // MacOS X as of FLTK 1.1.10...
#if !defined(__APPLE__)
  //  } else if (getenv("VMDPREFERMULTISAMPLE") != NULL) {
  } else if (rc != 0) {
    rc = window->mode(FL_RGB8 | FL_DOUBLE | FL_STENCIL | FL_MULTISAMPLE);
    ext->hasmultisample = TRUE; // FLTK only does SGI multisample, no ARB yet
#endif
  } else {
    rc = window->mode(FL_RGB8 | FL_DOUBLE | FL_STENCIL);
  }
#else
  // find an appropriate visual and colormap ...
  rc = window->mode(FL_RGB8 | FL_DOUBLE | FL_STENCIL);
#endif

  window->show();
  // (7) bind the rendering context to the window
  window->make_current();

  // (8) actually request the window to be displayed
  screenX = Fl::w();
  screenY = Fl::h();  

  // (9) configure the rendering properly
  setup_initial_opengl_state();  // setup initial OpenGL state
  
  // set flags for the capabilities of this display
  // whether we can do antialiasing or not.
  if (ext->hasmultisample) 
    aaAvailable = TRUE;  // we use multisampling over other methods
  else
    aaAvailable = FALSE; // no non-multisample implementation yet

  // set default settings
  if (ext->hasmultisample) {
    aa_on();  // enable fast multisample based antialiasing by default
              // other antialiasing techniques are slow, so only multisample
              // makes sense to enable by default.
  } 

  cueingAvailable = TRUE;
  cueing_on(); // leave depth cueing on by default, despite the speed hit.

  cullingAvailable = TRUE;
  culling_off();

  set_sphere_mode(sphereMode);
  set_sphere_res(sphereRes);
  set_line_width(lineWidth);
  set_line_style(lineStyle);

  // reshape and clear the display, which initializes some other variables
  reshape();
  normal();
  clear();
  update();
}