transparent windows for OSX

This commit is contained in:
Bailey Cosier 2017-09-15 05:29:21 +07:00
parent 16ae02ab85
commit 9ab285f440
9 changed files with 212 additions and 1 deletions

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@ -37,6 +37,7 @@ add_executable(offscreen offscreen.c ${ICON} ${GLAD})
add_executable(particles WIN32 MACOSX_BUNDLE particles.c ${ICON} ${TINYCTHREAD} ${GETOPT} ${GLAD})
add_executable(simple WIN32 MACOSX_BUNDLE simple.c ${ICON} ${GLAD})
add_executable(splitview WIN32 MACOSX_BUNDLE splitview.c ${ICON} ${GLAD})
add_executable(transparent WIN32 MACOSX_BUNDLE transparent.c ${ICON} ${GLAD})
add_executable(wave WIN32 MACOSX_BUNDLE wave.c ${ICON} ${GLAD})
target_link_libraries(particles "${CMAKE_THREAD_LIBS_INIT}")

170
examples/transparent.c Normal file
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@ -0,0 +1,170 @@
//========================================================================
// Simple GLFW example
// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
//! [code]
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "linmath.h"
#include <stdlib.h>
#include <stdio.h>
static const struct
{
float x, y;
float r, g, b;
} vertices[3] =
{
{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
{ 0.f, 0.6f, 0.f, 0.f, 1.f }
};
static const char* vertex_shader_text =
"uniform mat4 MVP;\n"
"attribute vec3 vCol;\n"
"attribute vec2 vPos;\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
" color = vCol;\n"
"}\n";
static const char* fragment_shader_text =
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color, 1.0);\n"
"}\n";
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
int main(void)
{
GLFWwindow* window;
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location, vcol_location;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_ALPHA_BITS, 8);
glfwWindowHint(GLFW_ALPHA_MASK, GLFW_TRUE);
glfwWindowHint(GLFW_DECORATED, GLFW_TRUE);
window = glfwCreateWindow(256, 256, "Transparent window example", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetWindowPos(window, 300, 300);
glfwSetKeyCallback(window, key_callback);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwSwapInterval(1);
// NOTE: OpenGL error checks have been omitted for brevity
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
mvp_location = glGetUniformLocation(program, "MVP");
vpos_location = glGetAttribLocation(program, "vPos");
vcol_location = glGetAttribLocation(program, "vCol");
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(float) * 5, (void*) 0);
glEnableVertexAttribArray(vcol_location);
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
sizeof(float) * 5, (void*) (sizeof(float) * 2));
while (!glfwWindowShouldClose(window))
{
float ratio;
int width, height;
mat4x4 m, p, mvp;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClearColor(0,0,0,0.5);
glClear(GL_COLOR_BUFFER_BIT);
mat4x4_identity(m);
mat4x4_rotate_Z(m, m, (float) glfwGetTime());
mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
mat4x4_mul(mvp, p, m);
glUseProgram(program);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
//! [code]

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@ -868,6 +868,12 @@ extern "C" {
* Framebuffer double buffering [hint](@ref GLFW_DOUBLEBUFFER).
*/
#define GLFW_DOUBLEBUFFER 0x00021010
/*! @brief Context ALPHA Mask hint and attribute.
*
* Context window alpha [hint](@ref GLFW_ALPHA_MASK_hint) and
* [attribute](@ref GLFW_ALPHA_MASK_attrib).
*/
#define GLFW_ALPHA_MASK 0x00021011
/*! @brief Context client API hint and attribute.
*
* Context client API [hint](@ref GLFW_CLIENT_API_hint) and

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@ -413,7 +413,11 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
- (BOOL)isOpaque
{
return YES;
// Set to NO even if alphaMask is not used;
// The NSView/GLFWContentView does not need to be opaque anyway,
// and to avoid keeping track of alphaMask inside the NSView we
// just return NO here instead.
return NO;
}
- (BOOL)canBecomeKeyView
@ -1081,6 +1085,12 @@ static GLFWbool createNativeWindow(_GLFWwindow* window,
if (wndconfig->ns.retina)
[window->ns.view setWantsBestResolutionOpenGLSurface:YES];
if (wndconfig->alphaMask)
{
[window->ns.object setOpaque:NO];
[window->ns.object setBackgroundColor:[NSColor clearColor]];
}
[window->ns.object setContentView:window->ns.view];
[window->ns.object makeFirstResponder:window->ns.view];
[window->ns.object setTitle:[NSString stringWithUTF8String:wndconfig->title]];

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@ -182,6 +182,12 @@ const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
continue;
}
if (desired->alphaMask > 0 && current->alphaMask == 0)
{
// Alpha mask is a hard constraint
continue;
}
// Count number of missing buffers
{
missing = 0;

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@ -304,6 +304,7 @@ struct _GLFWwndconfig
GLFWbool floating;
GLFWbool maximized;
GLFWbool centerCursor;
GLFWbool alphaMask;
struct {
GLFWbool retina;
GLFWbool frame;
@ -347,6 +348,7 @@ struct _GLFWfbconfig
int redBits;
int greenBits;
int blueBits;
int alphaMask;
int alphaBits;
int depthBits;
int stencilBits;
@ -405,6 +407,7 @@ struct _GLFWwindow
GLFWbool autoIconify;
GLFWbool floating;
GLFWbool shouldClose;
GLFWbool transparent;
void* userPointer;
GLFWvidmode videoMode;
_GLFWmonitor* monitor;

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@ -296,6 +296,12 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
return GLFW_FALSE;
}
if (fbconfig->alphaMask)
{
GLint opaque = 0;
[window->context.nsgl.object setValues:&opaque forParameter:NSOpenGLCPSurfaceOpacity];
}
[window->context.nsgl.object setView:window->ns.view];
window->context.makeCurrent = makeContextCurrentNSGL;

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@ -201,6 +201,8 @@ static int choosePixelFormat(_GLFWwindow* window,
}
u->handle = n;
// always able to create alpha mask on win
u->alphaMask = desired->alphaMask;
usableCount++;
}

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@ -147,11 +147,13 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
fbconfig = _glfw.hints.framebuffer;
ctxconfig = _glfw.hints.context;
wndconfig = _glfw.hints.window;
fbconfig.alphaMask = _glfw.hints.framebuffer.alphaMask ? GLFW_TRUE : GLFW_FALSE;
wndconfig.width = width;
wndconfig.height = height;
wndconfig.title = title;
ctxconfig.share = (_GLFWwindow*) share;
wndconfig.alphaMask = _glfw.hints.framebuffer.alphaMask ? GLFW_TRUE : GLFW_FALSE;
if (ctxconfig.share)
{
@ -182,6 +184,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
window->decorated = wndconfig.decorated;
window->autoIconify = wndconfig.autoIconify;
window->floating = wndconfig.floating;
window->transparent = wndconfig.alphaMask;
window->cursorMode = GLFW_CURSOR_NORMAL;
window->minwidth = GLFW_DONT_CARE;
@ -262,6 +265,7 @@ void glfwDefaultWindowHints(void)
_glfw.hints.framebuffer.depthBits = 24;
_glfw.hints.framebuffer.stencilBits = 8;
_glfw.hints.framebuffer.doublebuffer = GLFW_TRUE;
_glfw.hints.framebuffer.alphaMask = GLFW_FALSE;
// The default is to select the highest available refresh rate
_glfw.hints.refreshRate = GLFW_DONT_CARE;
@ -315,6 +319,9 @@ GLFWAPI void glfwWindowHint(int hint, int value)
case GLFW_DOUBLEBUFFER:
_glfw.hints.framebuffer.doublebuffer = value ? GLFW_TRUE : GLFW_FALSE;
return;
case GLFW_ALPHA_MASK:
_glfw.hints.framebuffer.alphaMask = value;
return;
case GLFW_SAMPLES:
_glfw.hints.framebuffer.samples = value;
return;