2025-02-17 23:17:30 -06:00

383 lines
16 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/types.h"
#if defined(TORQUE_OS_MAC_OSX)
// AAAAAAAAARGGGH.
// OSX Frameworks version of AGL.h includes CoreServices, which hits the
// OpenTransport-has-a-new-but-platform.h-#defs-new-to-something-nonstandard
// issue, so we need to pre-include OT here...
#include <OpenTransport.h>
#endif
#include "PlatformMacCarb/platformMacCarb.h"
#include "PlatformMacCarb/platformGL.h"
#include "dgl/dgl.h"
#include "console/console.h"
#include <AGL/agl.h>
GLState gGLState;
bool hwIsaRadeon = false; // for detecting Radeon-brand (R, R8500, R7500, R7200, etc...) boards.
bool hwIsaR200 = false; // for detecting R200 (R8500, R8800, etc...) or later boards.
bool gOpenGLDisablePT = false;
bool gOpenGLDisableCVA = false;
bool gOpenGLDisableTEC = false;
bool gOpenGLDisableARBMT = false;
bool gOpenGLDisableFC = true; //false;
bool gOpenGLDisableTCompress = false;
bool gOpenGLNoEnvColor = false;
float gOpenGLGammaCorrection = 0.5;
bool gOpenGLNoDrawArraysAlpha = false;
// !!!!!TBD -- What to do about missing functions?? are they in 1.3???
#define HANDLE_MISSING_EXTS 1
#if HANDLE_MISSING_EXTS // until we decide how to actually implement these...
/*
GLboolean mglAvailVB() { return(false); }
GLint mglAllocVB(GLsizei size, GLint format, GLboolean preserve) { return(0); }
void* mglLockVB(GLint handle, GLsizei size) { return(NULL); }
void mglUnlockVB(GLint handle) {}
void mglSetVB(GLint handle) {}
void mglOffsetVB(GLint handle, GLuint offset) {}
void mglFillVB(GLint handle, GLint first, GLsizei count) {}
void mglFreeVB(GLint handle) {}
void mglFogCP(GLenum type, GLsizei stride, const GLvoid *pointer) {}
void mglColorTable(GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *table) {}
*/
// maybe we don't need the extern C?
#if GL_EXTERN_C
extern "C"
{
#endif
GLboolean glAvailableVertexBufferEXT() { return(false); }
GLint glAllocateVertexBufferEXT(GLsizei size, GLint format, GLboolean preserve) { return(0); }
void* glLockVertexBufferEXT(GLint handle, GLsizei size) { return(NULL); }
void glUnlockVertexBufferEXT(GLint handle) {}
void glSetVertexBufferEXT(GLint handle) {}
void glOffsetVertexBufferEXT(GLint handle, GLuint offset) {}
void glFillVertexBufferEXT(GLint handle, GLint first, GLsizei count) {}
void glFreeVertexBufferEXT(GLint handle) {}
// if the colortable stuff isn't declared, or we're building in PB but against < GL1.3, stub the colortable fn.
#if !defined(GL_EXT_fog_coord) || !defined(__APPLE__) || !defined(GL_VERSION_1_3)
void glFogCoordPointerEXT(GLenum type, GLsizei stride, const GLvoid *pointer) {}
#endif
// if the colortable stuff isn't declared, or we're building in PB but against < GL1.3, stub the colortable fn.
#if !defined(GL_EXT_paletted_texture) || !defined(__APPLE__) || !defined(GL_VERSION_1_3)
void glColorTableEXT(GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *table) {}
#endif
#if GL_EXTERN_C
}
#endif
#endif // HANDLE_MISSING_EXTS
// Load extensions. !!!TBD rename the darn function already.
bool GL_EXT_Init( )
{
OSStatus err = 0;
// we only really need two of the strings.
const char* pExtString = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
const char* pRendString = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
// OpenGL Exists ========================================
if (glBegin == (void *)kUnresolvedCFragSymbolAddress)
{ // !!!!!!! TBD
Con::printf("OpenGL Init: Failed to find OpenGL system library.");
return(false);
}
// pre-clear the structure!!!
dMemset(&gGLState, 0, sizeof(gGLState));
// early hardware detection. // !!!TBD update for new boards.
hwIsaRadeon = false;
hwIsaR200 = false;
if (pRendString && dStrstr(pRendString, (const char*)"ATI ") != NULL)
{ // we know we're on an ATI renderer at least. now, which one??
// first, check for 8500 variations
if (dStrstr(pRendString, (const char*)"ATI R-") != NULL // that way, we'll catch R-300...
|| dStrstr(pRendString, (const char*)"ATI R200") != NULL
|| dStrstr(pRendString, (const char*)"ATI Radeon 8") != NULL) // catch 8500, 8800, etc.
{
hwIsaR200 = true;
hwIsaRadeon = true; // if is an R200, it's >= Radeon.
}
else // wasn't an R200+, let's just look for Radeon
if (dStrstr(pRendString, (const char*)"ATI Radeon"))
{
hwIsaRadeon = true;
}
}
// EXT_paletted_texture ========================================
// glColorTableEXT = NULL;
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_paletted_texture") != NULL)
gGLState.suppPalettedTexture = true;
else
gGLState.suppPalettedTexture = false;
// EXT_compiled_vertex_array ========================================
/*
glLockArraysEXT = NULL;
glUnlockArraysEXT = NULL;
*/
gGLState.suppLockedArrays = false;
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_compiled_vertex_array") != NULL)
gGLState.suppLockedArrays = true;
//actually, OS9 crashes too. Specifically in Shadow::render(), so I patched it there for now.
// gOpenGLDisableCVA = true;
// HMMMM. !!!!TBD -- looks like it crashes in terrain editor as well.
// ARB_multitexture ========================================
/*
glActiveTextureARB = NULL;
glClientActiveTextureARB = NULL;
glMultiTexCoord2fARB = NULL;
glMultiTexCoord2fvARB = NULL;
*/
if (pExtString && dStrstr(pExtString, (const char*)"GL_ARB_multitexture") != NULL)
gGLState.suppARBMultitexture = true;
else
gGLState.suppARBMultitexture = false;
// EXT_blend_color
if(pExtString && dStrstr(pExtString, (const char*)"GL_EXT_blend_color") != NULL)
gGLState.suppEXTblendcolor = true;
else
gGLState.suppEXTblendcolor = false;
// EXT_blend_minmax
if(pExtString && dStrstr(pExtString, (const char*)"GL_EXT_blend_minmax") != NULL)
gGLState.suppEXTblendminmax = true;
else
gGLState.suppEXTblendminmax = false;
// NV_vertex_array_range ========================================
/*
glVertexArrayRangeNV = dllVertexArrayRangeNV = NULL;
glFlushVertexArrayRangeNV = dllFlushVertexArrayRangeNV = NULL;
*/
/*
wglAllocateMemoryNV = NULL;
wglFreeMemoryNV = NULL;
*/
if (pExtString && dStrstr(pExtString, (const char*)"GL_NV_vertex_array_range") != NULL)
gGLState.suppVertexArrayRange = true;
else
gGLState.suppVertexArrayRange = false;
// EXT_fog_coord ========================================
/*
glFogCoordfEXT = NULL;
glFogCoordPointerEXT = NULL;
*/
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_fog_coord") != NULL)
gGLState.suppFogCoord = true;
else
gGLState.suppFogCoord = false;
// ARB_texture_compression ========================================
/*
glCompressedTexImage3DARB = NULL;
glCompressedTexImage2DARB = NULL;
glCompressedTexImage1DARB = NULL;
glCompressedTexSubImage3DARB = NULL;
glCompressedTexSubImage2DARB = NULL;
glCompressedTexSubImage1DARB = NULL;
glGetCompressedTexImageARB = NULL;
*/
if (pExtString && dStrstr(pExtString, (const char*)"GL_ARB_texture_compression") != NULL)
gGLState.suppTextureCompression = true;
else
gGLState.suppTextureCompression = false;
// 3DFX_texture_compression_FXT1 ========================================
if (pExtString && dStrstr(pExtString, (const char*)"GL_3DFX_texture_compression_FXT1") != NULL)
gGLState.suppFXT1 = true;
else
gGLState.suppFXT1 = false;
// EXT_texture_compression_S3TC ========================================
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_texture_compression_s3tc") != NULL)
gGLState.suppS3TC = true;
else
gGLState.suppS3TC = false;
// WGL_3DFX_gamma_control ========================================
/*
qwglGetDeviceGammaRamp3DFX = NULL;
qwglSetDeviceGammaRamp3DFX = NULL;
*/
if (pExtString && dStrstr(pExtString, (const char*)"WGL_3DFX_gamma_control" ) != NULL)
{
// qwglGetDeviceGammaRamp3DFX = (qwglGetDeviceGammaRamp3DFX_t) qwglGetProcAddress( "wglGetDeviceGammaRamp3DFX" );
// qwglSetDeviceGammaRamp3DFX = (qwglSetDeviceGammaRamp3DFX_t) qwglGetProcAddress( "wglSetDeviceGammaRamp3DFX" );
}
else
{
}
// EXT_vertex_buffer ========================================
/*
glAvailableVertexBufferEXT = NULL;
glAllocateVertexBufferEXT = NULL;
glLockVertexBufferEXT = NULL;
glUnlockVertexBufferEXT = NULL;
glSetVertexBufferEXT = NULL;
glOffsetVertexBufferEXT = NULL;
glFillVertexBufferEXT = NULL;
glFreeVertexBufferEXT = NULL;
*/
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_vertex_buffer") != NULL)
{
gGLState.suppVertexBuffer = true;
AssertWarn(gGLState.suppVertexBuffer == false, "We're assuming no vertex bufffer support on Mac for now!");
}
else
gGLState.suppVertexBuffer = false;
// Binary states, i.e., no supporting functions ========================================
// NOTE:
// Some of these have multiple representations, via EXT and|or ARB and|or NV and|or SGIS ... etc.
// Check all relative versions.
gGLState.suppPackedPixels = pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_packed_pixels") != NULL) : false;
gGLState.suppPackedPixels |= pExtString? (dStrstr(pExtString, (const char*)"GL_APPLE_packed_pixel") != NULL) : false;
gGLState.suppTextureEnvCombine = pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_texture_env_combine") != NULL) : false;
gGLState.suppTextureEnvCombine|= pExtString? (dStrstr(pExtString, (const char*)"GL_ARB_texture_env_combine") != NULL) : false;
gGLState.suppEdgeClamp = pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_texture_edge_clamp") != NULL) : false;
// whoops. there's another things to check for.
gGLState.suppEdgeClamp |= pExtString? (dStrstr(pExtString, (const char*)"GL_SGIS_texture_edge_clamp") != NULL) : false;
gGLState.suppEdgeClamp |= pExtString? (dStrstr(pExtString, (const char*)"GL_ARB_texture_border_clamp") != NULL) : false;
gGLState.suppTexEnvAdd = pExtString? (dStrstr(pExtString, (const char*)"GL_ARB_texture_env_add") != NULL) : false;
gGLState.suppTexEnvAdd |= pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_texture_env_add") != NULL) : false;
// Anisotropic filtering ========================================
gGLState.suppTexAnisotropic = pExtString? (dStrstr(pExtString, (const char*)"GL_EXT_texture_filter_anisotropic") != NULL) : false;
if (gGLState.suppTexAnisotropic)
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gGLState.maxAnisotropy);
// Texture combine units ========================================
if (gGLState.suppARBMultitexture)
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gGLState.maxTextureUnits);
else
gGLState.maxTextureUnits = 1;
// Swap interval ========================================
// if (pExtString && dStrstr(pExtString, (const char*)"WGL_EXT_swap_control") != NULL)
// gGLState.suppSwapInterval = true; //( qwglSwapIntervalEXT != NULL );
// else
// Mac inherently supports a swap interval AGL-set-integer extension.
gGLState.suppSwapInterval = true;
// FSAA support, currently Radeon++/ATI only.
gGLState.maxFSAASamples = 0;
if (hwIsaRadeon)
{
// default to off.
gGLState.maxFSAASamples = 1;
}
// console out all the extensions...
Con::printf("OpenGL Init: Enabled Extensions");
if (gGLState.suppARBMultitexture) Con::printf(" ARB_multitexture (Max Texture Units: %d)", gGLState.maxTextureUnits);
if (gGLState.suppEXTblendcolor) Con::printf(" EXT_blend_color");
if (gGLState.suppEXTblendminmax) Con::printf(" EXT_blend_minmax");
if (gGLState.suppPalettedTexture) Con::printf(" EXT_paletted_texture");
if (gGLState.suppLockedArrays) Con::printf(" EXT_compiled_vertex_array");
if (gGLState.suppVertexArrayRange) Con::printf(" NV_vertex_array_range");
if (gGLState.suppTextureEnvCombine) Con::printf(" EXT_texture_env_combine");
if (gGLState.suppPackedPixels) Con::printf(" EXT_packed_pixels");
if (gGLState.suppFogCoord) Con::printf(" EXT_fog_coord");
if (gGLState.suppTextureCompression) Con::printf(" ARB_texture_compression");
if (gGLState.suppS3TC) Con::printf(" EXT_texture_compression_s3tc");
if (gGLState.suppFXT1) Con::printf(" 3DFX_texture_compression_FXT1");
if (gGLState.suppTexEnvAdd) Con::printf(" (ARB|EXT)_texture_env_add");
if (gGLState.suppTexAnisotropic) Con::printf(" EXT_texture_filter_anisotropic (Max anisotropy: %f)", gGLState.maxAnisotropy);
if (gGLState.suppSwapInterval) Con::printf(" WGL_EXT_swap_control");
if (gGLState.maxFSAASamples) Con::printf(" ATI_FSAA");
Con::warnf("OpenGL Init: Disabled Extensions");
if (!gGLState.suppARBMultitexture) Con::warnf(" ARB_multitexture");
if (!gGLState.suppEXTblendcolor) Con::warnf(" EXT_blend_color");
if (!gGLState.suppEXTblendminmax) Con::warnf(" EXT_blend_minmax");
if (!gGLState.suppPalettedTexture) Con::warnf(" EXT_paletted_texture");
if (!gGLState.suppLockedArrays) Con::warnf(" EXT_compiled_vertex_array");
if (!gGLState.suppVertexArrayRange) Con::warnf(" NV_vertex_array_range");
if (!gGLState.suppTextureEnvCombine) Con::warnf(" EXT_texture_env_combine");
if (!gGLState.suppPackedPixels) Con::warnf(" EXT_packed_pixels");
if (!gGLState.suppFogCoord) Con::warnf(" EXT_fog_coord");
if (!gGLState.suppTextureCompression) Con::warnf(" ARB_texture_compression");
if (!gGLState.suppS3TC) Con::warnf(" EXT_texture_compression_s3tc");
if (!gGLState.suppFXT1) Con::warnf(" 3DFX_texture_compression_FXT1");
if (!gGLState.suppTexEnvAdd) Con::warnf(" (ARB|EXT)_texture_env_add");
if (!gGLState.suppTexAnisotropic) Con::warnf(" EXT_texture_filter_anisotropic");
if (!gGLState.suppSwapInterval) Con::warnf(" WGL_EXT_swap_control");
if (!gGLState.maxFSAASamples) Con::warnf(" ATI_FSAA");
Con::printf("");
// Set some console variables:
Con::setBoolVariable( "$FogCoordSupported", gGLState.suppFogCoord );
Con::setBoolVariable( "$TextureCompressionSupported", gGLState.suppTextureCompression );
Con::setBoolVariable( "$AnisotropySupported", gGLState.suppTexAnisotropic );
Con::setBoolVariable( "$PalettedTextureSupported", gGLState.suppPalettedTexture );
Con::setBoolVariable( "$SwapIntervalSupported", gGLState.suppSwapInterval );
if (!gGLState.suppPalettedTexture && Con::getBoolVariable("$pref::OpenGL::forcePalettedTexture",false))
{
Con::setBoolVariable("$pref::OpenGL::forcePalettedTexture", false);
Con::setBoolVariable("$pref::OpenGL::force16BitTexture", true);
}
if (gGLState.maxFSAASamples>1)
{
gFSAASamples = Con::getIntVariable("$pref::OpenGL::numFSAASamples", gGLState.maxFSAASamples<<1);
dglSetFSAASamples(gFSAASamples);
}
return true;
}
// this is currently only for Radeon++ ATI boards
// pass in 1 for normal/no-AA, 2 for 2x-AA, 4 for 4x-AA.
void dglSetFSAASamples(GLint aasamp)
{
if (gGLState.maxFSAASamples<2) return;
if (!hwIsaRadeon) return; // sanity check.
// for the moment, don't assume values passed in are capped min/max.
if (aasamp<1) aasamp = 1;
else
if (aasamp==3) aasamp = 2;
else
if (aasamp>4) aasamp = 4;
// !!!!TBD method for OSX invocation.
aglSetInteger((AGLContext)platState.ctx, AGLSETINT_ATI_FSAA_SAMPLES, (const long*)&aasamp);
Con::printf(">>Number of FSAA samples is now [%d].", aasamp);
Con::setIntVariable("$pref::OpenGL::numFSAASamples", aasamp);
if (Con::getIntVariable("$pref::TradeshowDemo", 0))
Con::executef(2, "setFSAABadge", aasamp>1?"true":"false");
}