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author | Brian Paul <[email protected]> | 2003-09-03 23:04:02 +0000 |
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committer | Brian Paul <[email protected]> | 2003-09-03 23:04:02 +0000 |
commit | 56e9efa15de5fdc952e56f04276285870214b24d (patch) | |
tree | 86d811fafa2aae1f77d290f05db156a297bfbd31 /docs/MiniGLX.html | |
parent | eaf2f5bb4feef6bc2dee7024353c0127b62481e8 (diff) |
added fbdev/DRI and MiniGLX info
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diff --git a/docs/MiniGLX.html b/docs/MiniGLX.html new file mode 100644 index 00000000000..3429812993a --- /dev/null +++ b/docs/MiniGLX.html @@ -0,0 +1,547 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html> +<head> + <title>Mini GLX Specification</title> +</head> +<body> +<h1> +<center>Mini GLX Specification</center> +</h1> +<h2> +<center>Tungsten Graphics, Inc.<br> +<br> +January 20, 2003<br> +<br> +</center> +</h2> +<p> Copyright © 2002-2003 by Tungsten Graphics, Inc., Cedar Park, +Texas. All Rights Reserved. <br> +<br> +Permission is granted to make and distribute verbatim copies of this +document provided the copyright notice and this permission notice are +preserved on all copies.<br> +<br> +</p> +<h1>1. Introduction</h1> +<p>The Mini GLX interface facilitates OpenGL rendering on embedded +devices. The interface is a subset of the GLX interface, plus a minimal +set of Xlib-like functions.</p> +<p>Programs written to the Mini GLX specification should run unchanged +on systems with the X Window System and the GLX extension. The intention +is to allow flexibility for prototyping and testing.</p> +<p>This document serves as both the reference guide and programming +guide for Mini GLX.<br> +<br> +</p> +<h1>2. Mini GLX Concepts</h1> +<p>The OpenGL specification does not describe how OpenGL rendering +contexts and drawing surfaces (i.e. the frame buffer) are created and +managed. Rather, this is handled by an OpenGL window system interface, +such as Mini GLX.</p> +<p>There are three main datatypes or resources managed by Mini GLX. The +resources and their corresponding GLX or Xlib data types are:</p> +<table cellspacing="10" align="center"> + <tbody> + <tr> + <td><u>Resource</u></td> + <td><u>Data type</u></td> + </tr> + <tr> + <td>pixel formats</td> + <td>X Visual and XVisualInfo</td> + </tr> + <tr> + <td>drawing surfaces</td> + <td>X Window or GLXDrawable</td> + </tr> + <tr> + <td>rendering contexts</td> + <td>GLXContext</td> + </tr> + </tbody> +</table> +<p>Pixel formats or X Visuals describe the per-pixel attributes of the +frame buffer. For example, bits per color component, Z buffer size, +stencil size, TrueColor vs PseudoColor, etc.</p> +<p>Drawing surfaces or X Windows typically describe a spatial +allocation of the frame buffer (i.e. the position and size of a +rectangular region of pixels). Since MiniGLX doesn't really support a +window system, the window is effectively the entire frame buffer.</p> +<p>A rendering context represents the current OpenGL state such as +current drawing color, line width, blending mode, texture parameters, +etc. Several rendering contexts can be created but only one can be in +use at any given time.</p> +<p>The Mini GLX interface provides all the functions needed for +choosing pixel formats, create drawing surfaces, creating rendering +contexts and binding rendering contexts to drawing surfaces.<br> +<br> +</p> +<h1>3. Using Mini GLX</h1> +<p>To use the Mini GLX interface in your application, include the +GL/miniglx.h header file at compile time:</p> +<blockquote><code> #include <GL/miniglx.h><br> + </code></blockquote> +<code></code>Applications should link with libGL.so (i.e. <code>gcc +myprogram.o -lGL -o myprogram</code>). libGL.so implements the +MiniGLX API functions and, in turn, loads a hardware-specific device +driver (such as <code>radeon_dri.so</code>) at runtime. The +environment variable <code>LIBGL_DRIVERS_PATH</code> should name the +directory where these modules are located.<br> +<br> +Prior to running a MiniGXL application, the following kernel modules +must be installed:<br> +<br> +<div style="margin-left: 40px;"> agpgart.o<br> +radeonfb.o (assuming Radeon hardware)<br> +radeon.o (assuming Radeon hardware)<br> +</div> +<code></code> <br> +Finally, MiniGLX reads a configuration file (by default,<code> +/etc/miniglx.conf</code>) to determine basic configuration information. + The configuration file may also be located in the directory +specified by the <code>MINIGLX_CONF</code> environment variable).<br> +<br> +The remainder of this section describes the MiniGLX API functions.<br> +<br> +<h2>3.1 Initialization</h2> +<p>The XOpenDisplay function is used to initialize the graphics system:</p> +<blockquote> + <pre>Display *XOpenDisplay(const char *displayname)<br></pre> +</blockquote> +<p>The <code>displayName</code> parameter is currently ignored in Mini +GLX. It is recommended that <code>NULL</code> be passed as the<code>displayName</code> +parameter.</p> +<p>If XOpenDisplay is able to initialize the graphics system a pointer +to a Display will be returned. Otherwise, NULL will be returned.</p> +<h2>3.2 Choosing a Visual</h2> +<p>A visual (i.e. pixel format) must be chosen before a drawing surface +or rendering context can be created. This is done with the +glXChooseVisual function:</p> +<blockquote> + <pre>XVisualInfo *glXChooseVisual(Display *dpy, int screen, const int *attribList)<br></pre> +</blockquote> +<p><code>dpy</code> is a pointer to the display returned by +XOpenDisplay. </p> +<p><code>screen</code> is currently ignored by Mini GLX and should be +zero. </p> +<p><code>attribList</code> is a list of GLX attributes which describe +the desired pixel format. It is terminated by the token <code>None</code>. +The attributes are as follows:</p> +<blockquote> + <dl> + <dt><code>GLX_USE_GL</code></dt> + <dd>This attribute should always be present in order to maintain +compatibility with GLX.</dd> + <dt><code>GLX_RGBA</code></dt> + <dd>If present, only RGBA pixel formats will be considered. +Otherwise, only color index formats are considered.</dd> + <dt><code>GLX_DOUBLEBUFFER</code></dt> + <dd>if present, only double-buffered pixel formats will be chosen.</dd> + <dt><code>GLX_RED_SIZE n</code></dt> + <dd>Must be followed by a non-negative integer indicating the +minimum number of bits per red pixel component that is acceptable.</dd> + <dt><code>GLX_GREEN_SIZE n</code></dt> + <dd>Must be followed by a non-negative integer indicating the +minimum number of bits per green pixel component that is acceptable.</dd> + <dt><code>GLX_BLUE_SIZE n</code></dt> + <dd>Must be followed by a non-negative integer indicating the +minimum number of bits per blue pixel component that is acceptable.</dd> + <dt><code>GLX_ALPHA_SIZE n</code></dt> + <dd>Must be followed by a non-negative integer indicating the +minimum number of bits per alpha pixel component that is acceptable.</dd> + <dt><code>GLX_STENCIL_SIZE n</code></dt> + <dd>Must be followed by a non-negative integer indicating the +minimum number of bits per stencil value that is acceptable.</dd> + <dt><code>None</code></dt> + <dd>This token is used to terminate the attribute list.</dd> + </dl> +</blockquote> +<p>glXChooseVisual will return a pointer to an XVisualInfo object which +most closely matches the requirements of the attribute list. If there +is no visual which matches the request, NULL will be returned.</p> +<p>Note that visuals with accumulation buffers and depth buffers are +not available.<br> +<br> +</p> +<h2>3.3 Creating a Drawing Surface</h2> +<p>Drawing surfaces are created as X windows. For Mini GLX, +windows are <i>full-screen</i>; they cover the entire frame buffer. + Also, Mini GLX imposes a limit of one window. A second window +cannot be created until the first one is destroyed.</p> +<h3>3.3.1 Window Creation</h3> +<p>The XCreateWindow function is used to create a drawing surface:</p> +<blockquote> + <pre>Window XCreateWindow( Display *display,<br> Window parent,<br> int x, int y,<br> unsigned int width, unsigned int height,<br> unsigned int borderWidth,<br> int depth,<br> unsigned int class,<br> Visual *visual,<br> unsigned long valuemask,<br> XSetWindowAttributes *attributes )<br></pre> +</blockquote> +<p>The parameters are as follows:</p> +<blockquote> + <dl> + <dt><code>display</code></dt> + <dd>A Display pointer, as returned by XOpenDisplay.</dd> + <dt><code>parent</code></dt> + <dd>The parent window for the new window. For Mini GLX, this +should be<code>RootWindow(dpy, 0)</code>.</dd> + <dt><code>x, y</code></dt> + <dd>The position of the window. For Mini GLX, both values should +be zero.</dd> + <dt><code>width, height</code></dt> + <dd>The size of the window. For Mini GLX, this specifies the +desired screen size such as 1024, 768 or 1280, 1024.</dd> + <dt><code>borderWidth</code></dt> + <dd>This parameter should be zero.</dd> + <dt><code>depth</code></dt> + <dd>The pixel depth for the window. For Mini GLX this should be +the depth found in the XVisualInfo object returned by <code>glxChooseVisual</code>.</dd> + <dt><code>class</code></dt> + <dd>The window class. For Mini GLX this value should be <code>InputOutput</code>.</dd> + <dt><code>visual</code></dt> + <dd>This parameter should be the <code>visual</code> field of the <code>XVisualInfo</code> +object returned by <code>glxChooseVisual</code>.</dd> + <dt><code>valuemask</code></dt> + <dd>This parameter indicates which fields of the <code>XSetWindowAttributes</code> +are to be used. For Mini GLX this is typically the bitmask<code>CWBackPixel +| CWBorderPixel | CWColormap</code>.</dd> + <dt><code>attributes</code></dt> + <dd>Initial window attributes. Of the fields in the <code>XSetWindowAttributes</code> +structure, the<code>background_pixel</code>, <code>border_pixel</code> +and <code>colormap</code> fields should be set. See the discussion +below regarding colormaps.</dd> + </dl> +</blockquote> +<p><code>XCreateWindow</code> will return a window handle if it succeeds +or zero if it fails.</p> +<h3>3.3.2 Window Mapping</h3> +<p>To display the window the XMapWindow function must be called:</p> +<blockquote> + <pre>void XMapWindow(Display *dpy, Window w)</pre> +</blockquote> +<p>This function does nothing in Mini GLX but is required for Xlib/GLX +compatibility</p> +<h3>3.3.3 Colormaps<br> +</h3> +<p>Xlib requires specification of a colormap when creating a window. + For purposes of interoperability, Mini GLX requires this as well, +though the colormap is not actually used. The XCreateColormap +function is used to create a colormap:</p> +<blockquote><code>Colormap XCreateColormap(Display *dpy, Window window, +Visual *visual, int alloc)</code><br> + <code></code></blockquote> +<p>The parameters are as follows:<br> +</p> +<blockquote> + <dl> + <dt><code>dpy</code></dt> + <dd>The display handle as returned by XOpenDisplay.</dd> + <dt><code>window</code></dt> + <dd> This parameter is ignored by Mini GLX but should be the value +returned by the <code>RootWindow(dpy, 0)</code> macro.<br> + </dd> + <dt><code>visual</code></dt> + <dd>This parameter is ignored by Mini GLX but should be the visual +field of the XVisualInfo object returned by glXChooseVisual. </dd> + <dt><code>alloc</code></dt> + <dd>This parameter is ignored by Mini GLX but should be set to <code>AllocNone</code>.</dd> + </dl> +</blockquote> +<br> +<h2>3.4 Creating a Rendering Context</h2> +<p>An OpenGL rendering context is created with the <code>glXCreateContext</code> +function:</p> +<blockquote> + <pre>GLXContext glXCreateContext(Display *dpy, XVisualInfo *visInfo, GLXContext shareList, Bool direct)<br></pre> +</blockquote> +<p>The parameters are as follows:</p> +<blockquote> + <dl> + <dt><code>dpy</code></dt> + <dd>The display handle as returned by XOpenDisplay.</dd> + <dt><code>visInfo</code></dt> + <dd>The visual as returned by glXChooseVisual.</dd> + <dt><code>shareList</code></dt> + <dd>If non-zero, texture objects and display lists are shared with +the named rendering context. If zero, texture objects and display lists +will (initially) be private to this context. They may be shared when a +subsequent context is created.</dd> + <dt><code>direct</code></dt> + <dd>Specifies whether direct or indirect rendering is desired. For +Mini GLX this value is ignored but it should be set to <code>True</code>.</dd> + </dl> +</blockquote> +<p><code>glXCreateContext</code> will return a GLXContext handle if it +succeeds or zero if it fails due to invalid parameter or insufficient +resources.<br> +<br> +</p> +<h2>3.5 Binding a Rendering Context</h2> +<p>The final step before beginning OpenGL rendering is to bind (i.e. +activate) a rendering context and drawing surface with the +glXMakeCurrent function:</p> +<blockquote> + <pre>Bool glXMakeCurrent(Display *dpy, GLXDrawable drawable, GLXContext ctx)<br></pre> +</blockquote> +<p>The parameters are as follows:</p> +<blockquote> + <dl> + <dt><code>dpy</code></dt> + <dd>The display handle, as returned by XOpenDisplay.</dd> + <dt><code>drawable</code></dt> + <dd>The window or drawable to bind to the rendering context. This +should be the value returned by XCreateWindow.</dd> + <dt><code>ctx</code></dt> + <dd>The rendering context to bind, as returned by glXCreateContext.</dd> + </dl> +</blockquote> +<p>If glXMakeCurrent succeeds True is returned. Otherwise False is +returned to indicate an invalid display, window or context parameter.</p> +<p>After the rendering context has been bound to the drawing surface +OpenGL rendering can begin.</p> +<p>The current rendering context may be unbound by calling +glXMakeCurrent with the window and context parameters set to zero.</p> +<p>An application may create any number of rendering contexts and bind +them as needed. Note that binding a rendering context is generally not a +light-weight operation. Most simple OpenGL applications create +only one rendering context.<br> +<br> +</p> +<h2>3.6 Color Buffer Swapping</h2> +<p>A double buffered window has two color buffers: a front buffer and a +back buffer. Normally, rendering is directed to the back buffer while +the front buffer is displayed. When rendering of a frame is finished +the front and back buffers are swapped to provide the illusion of +instanteous screen updates.</p> +<p>The color buffers for a particular window (i.e. drawable) may be +swapped with the glXSwapBuffers command:</p> +<blockquote> + <pre>void glXSwapBuffers(Display *dpy, GLXDrawable drawable)<br></pre> +</blockquote> +Any pending rendering commands will be completed before the buffer swap +takes place.<br> +<br> +Calling glXSwapBuffers on a window which is single-buffered has no +effect.<br> +<br> +<h2>3.7 Releasing Resources</h2> +<h3>3.7.1 Releasing Rendering Contexts</h3> +<p>A rendering context may be destroyed by calling glXDestroyContext:</p> +<blockquote> + <pre>void glXDestroyContext(Display *dpy, GLXContext ctx)<br></pre> +</blockquote> +<h3>3.7.2 Releasing Windows</h3> +<p>A window may be destroyed by calling XDestroyWindow:</p> +<blockquote> + <pre>void XDestroyWindow(Display *dpy, Window window)<br></pre> +</blockquote> +<h3>3.7.3 Releasing Visuals</h3> +<p>An XVisualInfo object may be freed by calling XFree:</p> +<blockquote> + <pre>void XFree(void *data)<br></pre> +</blockquote> +<h3>3.7.4 Releasing Colormaps</h3> +<p>A colormap may be freed by calling XFreeColormap:</p> +<blockquote> + <pre>void XFreeColormap(Display *dpy, Colormap colormap)<br></pre> +</blockquote> +<h3>3.7.4 Releasing Display Resources</h3> +<p>When the application is about to exit, the resources associated with +the graphics system can be released by calling XCloseDisplay:</p> +<blockquote> + <pre>void XCloseDisplay(Display *dpy)<br></pre> +</blockquote> +<p>The display handle becomes invalid at this point.<br> +<br> +</p> +<h2>3.8 Query Functions</h2> +<h3>3.8.1 Querying Available Visuals</h3> +A list of all available visuals can be obtained with the XGetVisualInfo +function:<br> +<br> +<div style="margin-left: 40px;"><code>XVisualInfo +*XGetVisualInfo(Display *dpy, long vinfo_mask, XVisualInfo +*vinfo_template, int *nitems_return)<br> +</code></div> +<br> +The parameters are as follows:<br> +<blockquote> + <dl> + <dt><code>dpy</code></dt> + <dd>The display handle, as returned by XOpenDisplay.</dd> + <dt><code>vinfo_mask</code></dt> + <dd>A bitmask indicating which fields of the vinfo_template are to +be matched. The value must be VisualScreenMask.</dd> + <dt><code>vinfo_template</code></dt> + <dd>A template whose fields indicate which visual attributes must +be matched by the results. The screen field of this structure must +be zero.</dd> + <dt><code>nitems_return</code></dt> + <dd>Returns the number of visuals returned. </dd> + </dl> +</blockquote> +The return value is the address of an array of all available visuals.<br> +<br> +An example of using XGetVisualInfo to get all available visuals follows:<br> +<br> +<div style="margin-left: 40px;"><code>XVisualInfo visTemplate, *results;</code><br> +<code>int numVisuals;</code><br> +<code>Display *dpy = XOpenDisplay(NULL);</code><br> +<code>visTemplate.screen = 0;</code><br> +<code>results = XGetVisualInfo(dpy, VisualScreenMask, &visTemplate, +&numVisuals);</code><br> +<code></code></div> +<br> +<h3>3.8.2 Querying Visual Attributes</h3> +<p>The GLX attributes of an X visual may be queried with the +glXGetConfig function:</p> +<blockquote> + <pre>int glXGetConfig(Display *dpy, XVisualInfo *vis, int attribute, int *value)<br></pre> +</blockquote> +<p>The parameters are as follows:</p> +<blockquote> + <dl> + <dt><code>dpy</code></dt> + <dd>The display handle, as returned by XOpenDisplay.</dd> + <dt><code>vis</code></dt> + <dd>The visual, as returned by glXChooseVisual.</dd> + <dt><code>attribute</code></dt> + <dd>The attribute to query. The attributes are listed below.</dd> + <dt><code>value</code></dt> + <dd>Pointer to an integer in which the result of the query will be +stored. </dd> + </dl> +</blockquote> +<p>The return value will be zero if no error occurs.<code> + GLX_INVALID_ATTRIBUTE</code> will be returned if the attribute +parameter is invalid.<code> GLX_BAD_VISUAL</code> will be returned +if the XVisualInfo parameter is invalid.</p> +<p>The following attributes may be queried:</p> +<blockquote> + <dl> + <dt><code>GLX_USE_GL</code></dt> + <dd>The result will be <code>True</code> or <code>False</code> to +indicate if OpenGL rendering is supported with the visual. Mini GLX +always return <code>True</code>.</dd> + <dt><code>GLX_RGBA</code></dt> + <dd>The result will be <code>True</code> for RGBA visuals or <code>False</code> +for color index visuals.</dd> + <dt><code>GLX_DOUBLEBUFFER</code></dt> + <dd>The result will be <code>True</code> if the visual has two +color buffers or <code>False</code> if the visual has one color buffer.</dd> + <dt><code>GLX_RED_SIZE</code></dt> + <dd>The result will be the number of red bits per pixel.</dd> + <dt><code>GLX_GREEN_SIZE</code></dt> + <dd>The result will be the number of green bits per pixel.</dd> + <dt><code>GLX_BLUE_SIZE</code></dt> + <dd>The result will be the number of blue bits per pixel.</dd> + <dt><code>GLX_ALPHA_SIZE</code></dt> + <dd>The result will be the number of alpha bits per pixel.</dd> + <dt><code>GLX_DEPTH_SIZE</code></dt> + <dd>The result will be the number of bits per Z value.</dd> + <dt><code>GLX_STENCIL_SIZE</code></dt> + <dd>The result will be the number of bits per stencil value.<br> + <br> + </dd> + </dl> +</blockquote> +<h3>3.8.3 Querying the Current Rendering Context</h3> +<p>The current rendering context can be queried with +glXGetCurrentContext: </p> +<blockquote> + <pre>GLXContext glXGetCurrentContext(void)<br></pre> +</blockquote> +<p>Zero will be returned if no context is currently bound.<br> +<br> +</p> +<h3>3.8.4 Querying the Current Drawable</h3> +<p>The current drawable (i.e. window or drawing surface) can be queried +with glXGetCurrentDrawable:</p> +<blockquote> + <pre>GLXDrawable glXGetCurrentDrawable(void)<br></pre> +</blockquote> +<p>Zero will be returned if no drawable is currently bound.<br> +<br> +</p> +<h3>3.8.5 Function Address Queries</h3> +<p>The glXGetProcAddress function will return the address of any +available OpenGL or Mini GLX function:</p> +<blockquote> + <pre>void *glXGetProcAddress(const GLubyte *procName)<br></pre> +</blockquote> +<p>If <code>procName</code> is a valid function name, a pointer to that +function will be returned. Otherwise, NULL will be returned.</p> +<p>The purpose of glXGetProcAddress is to facilitate using future +extensions to OpenGL or Mini GLX. If a future version of the library +adds new extension functions they'll be accessible via +glXGetProcAddress. The alternative is to hard-code calls to the new +functions in the application but doing so will prevent linking the +application with older versions of the library.<br> +<br> +</p> +<h2>3.9 Versioning</h2> +The Mini GLX version can be queried at run time with glXQueryVersion: +<blockquote> + <pre>Bool glXQueryVersion(Display *dpy, int *major, int *minor)<br></pre> +</blockquote> +<p><code>major</code> will be set to the major version number and<code>minor</code> +will be set to the minor version number.<code>True</code> will be +returned if the function succeeds. <code>False</code> will be returned +if the function fails due to invalid parameters. The <code>dpy</code> +argument is currently ignored, but should be the value returned by +XOpenDisplay.</p> +<p>At compile time, the Mini GLX interface version can be tested with +the MINI_GLX_VERSION_1_<i>x</i> preprocessor tokens. For example, if +version 1.0 of Mini GLX is supported, then<code> MINI_GLX_VERSION_1_0</code> +will be defined. If version 1.1 of Mini GLX is supported, then<code> +MINI_GLX_VERSION_1_1</code> will be defined.</p> +<p>At the time of writing the current Mini GLX version is 1.0.<br> +<br> +</p> +<h1>4.0 Interoperability with GLX and Xlib</h1> +While Mini GLX strives to be compatible with GLX and Xlib there are +some unavoidable differences which must be taken into consideration.<br> +<h2>4.1 Public vs Private Structures</h2> +The structure of many X data types is public. For example, the <code>Display</code> +data type is defined as a structure in /usr/include/X11/Xlib.h and +programmers may access any fields of that structure at will. Mini +GLX also defines a Display data type but its fields are hidden and not +visiblein <code>miniglx.h</code>. Duplicating the Xlib +declaration for the <code>Display</code> data type in minigl.h would +require defining a large number of other superfluous Xlib datatypes.<br> +<br> +Mini GLX users are discouraged from directly accessing the fields of +Xlib data types to maximize portability - though this is unavoidable to +some extent. For example, the <code>XVisualInfo</code> and <code>XSetWindowAtttributes</code> +data types must be completely public. +<h2>4.2 Macros</h2> +In some cases, Xlib defines macros which are meant to be used instead +of direct structure accesses. For example, the <code>RootWindow(dpy, +screen)</code> macro returns the root window for a given screen on a +given display. Unfortunately, macros do nothing to aid in ABI +compatibility since they are resolved at compile time instead of at +link/run time.<br> +<br> +Mini GLX also defines a <code>RootWindow</code> macro since it's +essential for creating windows. But the implementation of this +macro by Xlib and Mini GLX is completely different.<br> +<h2>4.3 Summary</h2> +Because Xlib and Mini GLX define data types and macros differently, +Mini GLX applications must be recompiled when retargeting Mini GLX or +native Xlib/GLX. That is, applications can't simply be re-linked +because of ABI incompatibilities.<br> +<br> +Nevertheless, the fact that Mini GLX programs can be recompiled for +Xlib and GLX increases portability and flexibility for testing and +prototyping.<br> +<br> +<h1>5.0 Example Program</h1> +<p>This section shows an example program which uses the Mini GLX +interface. The program simply draws several frames of a rotating square.<br> +</p> +<p>The program may be compiled for use with Xlib/GLX or Mini GLX by +setting the <code>USE_MINIGLX</code> token to 0 or 1, respectively. + Note that the only difference is the header files which are +included.<br> +</p> +<p> </p> +<pre><code><br></code>#define USE_MINIGLX 1 /* 1 = use Mini GLX, 0 = use Xlib/GLX */<br><br>#include <stdio.h><br>#include <stdlib.h><br>#include <GL/gl.h><br><br>#if USE_MINIGLX<br>#include <GL/miniglx.h><br>#else<br>#include <GL/glx.h><br>#include <X11/Xlib.h><br>#endif<br><br><code>/*<br> * Create a simple double-buffered RGBA window.<br> */<br>static Window<br>MakeWindow(Display * dpy, unsigned int width, unsigned int height)<br>{<br> int visAttributes[] = {<br> GLX_RGBA,<br> GLX_RED_SIZE, 1,<br> GLX_GREEN_SIZE, 1,<br> GLX_BLUE_SIZE, 1,<br> GLX_DOUBLEBUFFER,<br> None<br> };<br> XSetWindowAttributes attr;<br> unsigned long attrMask;<br> Window root;<br> Window win;<br> GLXContext ctx;<br> XVisualInfo *visinfo;<br><br> root = RootWindow(dpy, 0);<br><br> /* Choose GLX visual / pixel format */<br> visinfo = glXChooseVisual(dpy, 0, visAttributes);<br> if (!visinfo) {<br> printf("Error: couldn't get an RGB, Double-buffered visual\n");<br> exit(1);<br> }<br><br> /* Create the window */<br> attr.background_pixel = 0;<br> attr.border_pixel = 0;<br> attr.colormap = XCreateColormap(dpy, root, visinfo->visual, AllocNone);<br> attrMask = CWBackPixel | CWBorderPixel | CWColormap;<br> win = XCreateWindow(dpy, root, 0, 0, width, height,<br> 0, visinfo->depth, InputOutput,<br> visinfo->visual, attrMask, &attr);<br> if (!win) {<br> printf("Error: XCreateWindow failed\n");<br> exit(1);<br> }<br><br> /* Display the window */<br> XMapWindow(dpy, win);<br><br> /* Create GLX rendering context */<br> ctx = glXCreateContext(dpy, visinfo, NULL, True);<br> if (!ctx) {<br> printf("Error: glXCreateContext failed\n");<br> exit(1);<br> }<br><br> /* Bind the rendering context and window */<br> glXMakeCurrent(dpy, win, ctx);<br><br> return win;<br>}<br><br><br>/*<br> * Draw a few frames of a rotating square.<br> */<br>static void<br>DrawFrames(Display * dpy, Window win)<br>{<br> int angle;<br> glShadeModel(GL_FLAT);<br> glClearColor(0.5, 0.5, 0.5, 1.0);<br> for (angle = 0; angle < 360; angle += 10) {<br> glClear(GL_COLOR_BUFFER_BIT);<br> glColor3f(1.0, 1.0, 0.0);<br> glPushMatrix();<br> glRotatef(angle, 0, 0, 1);<br> glRectf(-0.8, -0.8, 0.8, 0.8);<br> glPopMatrix();<br> glXSwapBuffers(dpy, win);<br> }<br>}<br><br><br>int<br>main(int argc, char *argv[])<br>{<br> Display *dpy;<br> Window win;<br><br> dpy = XOpenDisplay(NULL);<br> if (!dpy) {<br> printf("Error: XOpenDisplay failed\n");<br> return 1;<br> }<br><br> win = MakeWindow(dpy, 300, 300);<br><br> DrawFrames(dpy, win);<br><br> return 0;<br>}<br></code></pre> +<br> +</body> +</html> |