pbuffer.c

/*
 *  pbuffer.c
 *  GLCarbon1ContextPbuffer
 *
 *  Created by Geoff Stahl on Fri Feb 20 2004.
 *  Copyright (c) 2004 Apple. All rights reserved.
 
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 */
 
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
 
#include "pbuffer.h"
#include "SurfaceGeometry.h"
#include "main.h"
 
void initialConditionsPbuffer (pRecPbuffer pPbufferInfo)
{
    BlockZero (pPbufferInfo, sizeof (recPbuffer));
    resetCamera (&pPbufferInfo->camera);
    pPbufferInfo->camera.viewPos.z = -16.0;
    pPbufferInfo->camera.viewWidth = (float) kPbufferWidth;
    pPbufferInfo->camera.viewHeight = (float) kPbufferHeight;
    pPbufferInfo->shapeSize = 11.0f; // max radius of of objects in window
    pPbufferInfo->fVel[0] = 0.3; pPbufferInfo->fVel[1] = 0.1; pPbufferInfo->fVel[2] = 0.2; 
    pPbufferInfo->fAccel[0] = 0.003; pPbufferInfo->fAccel[1] = -0.005; pPbufferInfo->fAccel[2] = 0.004;
    pPbufferInfo->animate = kAnimateState;
    pPbufferInfo->polygons = 1;
    pPbufferInfo->lighting = 1;
    pPbufferInfo->surface = kTranguloidTrefoil;
    pPbufferInfo->subdivisions = 64;
    pPbufferInfo->colorScheme = 4;
    pPbufferInfo->xyRatio = 3;
    // set up pbuffer update timer
    pPbufferInfo->time = UpTime ();
    pPbufferInfo->currentVS = -1; // no screen
}
 
// ---------------------------------
 
OSStatus buildPbuffer (pRecPbuffer pPbufferInfo)
{
    OSStatus err = noErr;
    // no pixel format required since using windows context
#pragma mark *** create pbuffer ***
#if kUseNonPowerOf2
        if (!aglCreatePBuffer (kPbufferWidth, kPbufferHeight, GL_TEXTURE_RECTANGLE_EXT, GL_RGBA, kPbufferMaxLevels, &(pPbufferInfo->aglPbuffer)))
#else
    if (!aglCreatePBuffer (kPbufferWidth, kPbufferHeight, GL_TEXTURE_2D, GL_RGBA, kPbufferMaxLevels, &(pPbufferInfo->aglPbuffer)))
#endif          
        err = aglReportError ();
    // do attach drawable to correct virtual screen and context setting at draw time
    // this means we will not set up the GL state until that time
    return err;
}
 
// ---------------------------------
 
void updatePbuffer (AGLContext targetContext, pRecPbuffer pPbufferInfo)
{
    float deltaTime = 0.0f;
    
    if (targetContext) { // if we have a target context to use when drawing...
        // make pbuffer current (as we are drawing into it)
        if (!aglSetCurrentContext (pPbufferInfo->aglContext)) {
            aglReportError ();
            return;
        }
        // update and draw pbuffer content for current target context (this ensures we are actually drawing on the same renderer)
        GLint vs = aglGetVirtualScreen (targetContext);
        aglReportError ();
        if (pPbufferInfo->currentVS != vs) {
            pPbufferInfo->dirty = true;
            pPbufferInfo->currentVS = vs;
            // since we have to set pbuffer as drawable every time we draw, do this in the drawing code below
        }
        // find time delta if we are animating (60 fps update here as an example)
        // this scheme does not account for stopping the clock while not animating (exercise left for developer if desired)
        if (pPbufferInfo->animate) {
            AbsoluteTime currTime = UpTime ();
            deltaTime = (float) AbsoluteDeltaToDuration (currTime, pPbufferInfo->time);
            if (0 > deltaTime)  // if negative microseconds
                deltaTime /= -1000000.0;
            else                // else milliseconds
                deltaTime /= 1000.0;
            if (deltaTime > 0.0167) { // update contents at 60 fps
                pPbufferInfo->time = currTime;  // reset for next time interval
            pPbufferInfo->dirty = true;
            }
        }
        
        // so, if after all that we actually need to be drawn then draw pbuffer content
        if (pPbufferInfo->dirty) {
            // must set single context's drawable to pbuffer to draw
#pragma mark *** set pbuffer as drawable ***
            if (!aglSetPBuffer (pPbufferInfo->aglContext, pPbufferInfo->aglPbuffer, 0, 0, pPbufferInfo->currentVS)) { //equivalent of SetDrawable
                pPbufferInfo->currentVS = -1; // error
                aglReportError ();
                return;
            }
            if (pPbufferInfo->animate)
                updateRotation (deltaTime, pPbufferInfo->fRot, pPbufferInfo->fVel, pPbufferInfo->fAccel, pPbufferInfo->objectRotation);
                
            // reset GL for pbuffer drawing
            glViewport (0, 0, pPbufferInfo->camera.viewWidth, pPbufferInfo->camera.viewHeight); // set viewport to pbuffer size
            updateProjection (1.0f, 1.0f, pPbufferInfo->camera.viewPos.z,                // do not compensate for no square view (that is taken care with texture coord and mapping)
                              pPbufferInfo->camera.aperture, pPbufferInfo->shapeSize);
            updateModelView (pPbufferInfo->aglContext, &pPbufferInfo->camera, 
                             pPbufferInfo->fRot, pPbufferInfo->objectRotation, NULL);
            // draw
#pragma mark *** draw to pbuffer ***
            glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            
            if (pPbufferInfo->polygons) {
                if (pPbufferInfo->lighting)
                    glEnable(GL_LIGHTING);
                else 
                    glDisable(GL_LIGHTING);
                glCallList (pPbufferInfo->polyList);
                glDisable(GL_LIGHTING);
            } else if (pPbufferInfo->lines) {
                glDisable(GL_LIGHTING);
                glCallList (pPbufferInfo->lineList);
            } else if (pPbufferInfo->points) {
                glDisable(GL_LIGHTING);
                glCallList (pPbufferInfo->pointList);
            }
            aglSwapBuffers (pPbufferInfo->aglContext); // context double buffered sp we must flip (unless we texture from back buffer, see aglTexImagePBuffer)
        }
        aglSetCurrentContext (NULL); // ensure we are not still drawing to Pbuffer
        pPbufferInfo->dirty = false; // we are no longer dirty
    }
}
 
// ---------------------------------
 
void dirtyPbuffer (pRecPbuffer pPbufferInfo) 
{
    pPbufferInfo->dirty = true;
}
 
// ---------------------------------
 
void bindPbuffer (AGLContext targetContext, pRecPbuffer pPbufferInfo)
{ // pbuffers require non-default texture name
#if 0
// test code: forces a texture generation on every bindPbuffer
    if (0 != pPbufferInfo->texName)
        glDeleteTextures (1, & pPbufferInfo->texName);
    pPbufferInfo->texName = 0;
#endif
#pragma mark *** bind pbuffer as texture ***
    if (0 == pPbufferInfo->texName) { // if no texture name create one and texture from the pbuffer
        glGenTextures (1, &pPbufferInfo->texName);
#if kUseNonPowerOf2
        glBindTexture (GL_TEXTURE_RECTANGLE_EXT, pPbufferInfo->texName);
        glTexParameterf (GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#else
        glBindTexture (GL_TEXTURE_2D, pPbufferInfo->texName);
        glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#endif
        aglTexImagePBuffer (targetContext, pPbufferInfo->aglPbuffer, GL_FRONT);
    } else { // else just bind 
        // (without mipmaps pbuffer changes will be picked up, mipmaps require aglTexImagePBuffer for updates)
#if kUseNonPowerOf2
        glBindTexture (GL_TEXTURE_RECTANGLE_EXT, pPbufferInfo->texName);
#else
        glBindTexture (GL_TEXTURE_2D, pPbufferInfo->texName);
#endif
        glReportError ();
    }
}
 
// ---------------------------------
 
OSStatus disposePbuffer(pRecPbuffer pPbufferInfo)
{
    OSStatus err = noErr;
    if (pPbufferInfo->texName)
        glDeleteTextures (1, &pPbufferInfo->texName);
        aglSetCurrentContext (NULL);
    if (pPbufferInfo->aglPbuffer) {
#pragma mark *** dispose pbuffer ***
        aglDestroyPBuffer (pPbufferInfo->aglPbuffer);
        pPbufferInfo->aglPbuffer = NULL;
    }
    // no context (using window's)
    // no pixel format (using window's)
    return err;
}