tge/engine/platformMacCarb/macCarbOGLVideo.cc
2025-02-17 23:17:30 -06:00

1944 lines
66 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//
// Portions taken from OpenGL Full Screen.c sample from Apple Computer, Inc.
// (that's where many of the lead helper functions originated from, but code
// has been significantly changed & revised.)
//-----------------------------------------------------------------------------
#define NO_REDEFINE_GL_FUNCS
#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 "platformMacCarb/maccarbOGLVideo.h"
#include "console/console.h"
#include "math/mPoint.h"
#include "platform/event.h"
#include "platform/gameInterface.h"
#include "console/consoleInternal.h"
#include "console/ast.h"
#include "core/fileStream.h"
// !!!!!!!TBD
// Note: Card Profiling code isn't doing anything.
// Note: Screen-res list building is hardcoded, and should tap DSp.
// Note: Gamma support.
#define USE_AGL_FULLSCREEN 1
// whether to enable DSpSetDebugMode
#define DSP_DEBUG_MODE (defined(TORQUE_DEBUG))
// whether to only capture single monitor under gl fullscreen
#define ALLOW_SINGLEMON_CAPTURE (defined(TORQUE_DEBUG))
// flip this if we want smooth gamma-fades when switching screenres or in/out of DSp.
// generally, it's less nice but easier to find probs if we just leave it off, even for release.
#define FADE_ON_SWITCH 0
#define CALL_IN_SPOCKETS_BUT_NOT_IN_CARBON 1
#include <DrawSprocket/DrawSprocket.h>
#include <AGL/AGL.h>
AGLContext agl_ctx;
//-----------------------------------------------------------------------------------------
// prototypes and globals -- !!!!!!TBD - globals should mostly go away, into platState.
//-----------------------------------------------------------------------------------------
void ReportError (char * strError);
OSStatus DSpDebugStr (OSStatus error);
GLenum aglDebugStr (void);
CGrafPtr SetupDSp (GDHandle *phGD, int width, int height, int bpp);
void ShutdownDSp (CGrafPtr pDSpPort);
AGLContext SetupAGL (AGLPixelFormat *inFmt, GDHandle hGD, AGLDrawable win, int bpp);
AGLContext SetupAGLFullScreen (AGLPixelFormat *inFmt, GDHandle hGD, int width, int height, int bpp);
const RGBColor rgbBlack = { 0x0000, 0x0000, 0x0000 };
// extern accessible global!
bool gDSpActive = false;
NumVersion gVersionDSp;
DSpContextAttributes gContextAttributes;
DSpContextReference gContext = 0;
int gCurrentFrequency = 0;
AGLDrawable gpDSpPort = NULL; // will be NULL for full screen under X
Rect gRectPort = {0, 0, 0, 0};
bool gDSpOwnsPort = false;
#define MAX_DEVICES 8 // Geez, this SHOULD be safe!
GDHandle gDeviceList[MAX_DEVICES];
int gNumDevices = 0;
DSpContextReference gBlockedContext[MAX_DEVICES];
int gNumBlockedContexts = 0;
#if defined(TORQUE_DEBUG)
bool gOutlineEnabled = false;
void (* glDrawElementsProcPtr) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) = glDrawElements;
void (* glDrawArraysProcPtr) (GLenum mode, GLint first, GLsizei count) = glDrawArrays;
void (* glNormDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) = glDrawElements;
void (* glNormDrawArrays) (GLenum mode, GLint first, GLsizei count) = glDrawArrays;
#endif
// locals.
static AGLDrawable drawable;
static AGLPixelFormat mainfmt;
//-----------------------------------------------------------------------------------------
// display errors -- for the moment, dumps to the console. !!!!TBD
//-----------------------------------------------------------------------------------------
void ReportError (char * strError)
{
// !!!!!TBD - for now, dump all errors to console.
Con::errorf(strError);
// used to do a debug str. or should do an alert/assert.
}
//-----------------------------------------------------------------------------------------
// translate DSp codes to strings.
//-----------------------------------------------------------------------------------------
OSStatus DSpDebugStr (OSStatus error)
{
switch (error)
{
case noErr:
break;
case kDSpNotInitializedErr:
ReportError ("DSp Error: Not initialized");
break;
case kDSpSystemSWTooOldErr:
ReportError ("DSp Error: system Software too old");
break;
case kDSpInvalidContextErr:
ReportError ("DSp Error: Invalid context");
break;
case kDSpInvalidAttributesErr:
ReportError ("DSp Error: Invalid attributes");
break;
case kDSpContextAlreadyReservedErr:
ReportError ("DSp Error: Context already reserved");
break;
case kDSpContextNotReservedErr:
ReportError ("DSp Error: Context not reserved");
break;
case kDSpContextNotFoundErr:
ReportError ("DSp Error: Context not found");
break;
case kDSpFrameRateNotReadyErr:
ReportError ("DSp Error: Frame rate not ready");
break;
case kDSpConfirmSwitchWarning:
// ReportError ("DSp Warning: Must confirm switch"); // removed since it is just a warning, add back for debugging
return 0; // don't want to fail on this warning
break;
case kDSpInternalErr:
ReportError ("DSp Error: Internal error");
break;
case kDSpStereoContextErr:
ReportError ("DSp Error: Stereo context");
break;
}
return error;
}
//-----------------------------------------------------------------------------------------
// if error dump agl errors to debugger string, return error
//-----------------------------------------------------------------------------------------
GLenum aglDebugStr (void)
{
GLenum err = aglGetError();
if (AGL_NO_ERROR != err)
ReportError ((char *)aglErrorString(err));
return err;
}
//-----------------------------------------------------------------------------------------
// if error dump agl errors to debugger string, return error
//-----------------------------------------------------------------------------------------
GLenum glDebugStr (void)
{
GLenum err = glGetError();
if (GL_NO_ERROR != err)
ReportError ((char *)gluErrorString(err));
return err;
}
#pragma mark -
//-----------------------------------------------------------------------------------------
// release any blocks held
//-----------------------------------------------------------------------------------------
void UnblockDSpContexts(void)
{
int i;
if (gNumBlockedContexts) // shouldn't happen, but...
{
for (i=0; i<gNumBlockedContexts; i++)
DSpContext_Release(gBlockedContext[i]);
gNumBlockedContexts = 0;
}
}
//-----------------------------------------------------------------------------------------
// setup blocks on contexts on non-selected display device
//-----------------------------------------------------------------------------------------
DisplayIDType BlockDSpContexts(GDHandle hDevice)
{
int i;
DisplayIDType mainDid = 0;
if (hDevice)
{
OSErr err = noErr;
DisplayIDType did;
DSpContextAttributes attrib;
DSpContextReference dsp;
for (i=0; i<gNumDevices; i++)
{
err = DMGetDisplayIDByGDevice(gDeviceList[i], &did, false);
if(err) continue;
if (gDeviceList[i]==hDevice) // skip our preferred device, but cache its did
{
mainDid = did;
continue;
}
if (platState.osX==false) // since we don't reserve on OSX.
{
err = DSpGetFirstContext(did, &dsp);
if (err) continue;
err = DSpContext_GetAttributes(dsp, &attrib);
if (err) continue;
err = DSpContext_Reserve(dsp, &attrib);
if (err) continue;
// store the blocked-out context for cleanup later.
gBlockedContext[gNumBlockedContexts] = dsp;
gNumBlockedContexts++;
}
}
}
return(mainDid);
}
//-----------------------------------------------------------------------------------------
// Does the basic setup and initialization of DSp, returns false if any error state.
//-----------------------------------------------------------------------------------------
bool InitDSp(void)
{
// check for DSp
if ((Ptr) kUnresolvedCFragSymbolAddress == (Ptr) DSpStartup)
{
ReportError ("DSp not installed");
return(false);
}
if (noErr != DSpDebugStr (DSpStartup()))
return false;
if ((Ptr) kUnresolvedCFragSymbolAddress == (Ptr) DSpGetVersion)
{
ReportError ("DSp error when checking installed version number");
return(false);
}
else
gVersionDSp = DSpGetVersion ();
if ((gVersionDSp.majorRev == 0x01) && (gVersionDSp.minorAndBugRev < 0x99))
{
// this version of DrawSprocket is not completely functional on Mac OS X
if (platState.osX)
{
ReportError ("DSp not properly functional -- upgrade to release build of OSX");
return(false);
}
}
// !!!!tbd assuming no error.
DSpSetBlankingColor(&rgbBlack);
#if DSP_DEBUG_MODE
// !!!!tbd assuming no error.
DSpSetDebugMode(TRUE);
#endif
// !!!!tbd assuming no error.
UnblockDSpContexts();
return(true);
}
#if !defined(TORQUE_DEBUG)
//-----------------------------------------------------------------------------------------
// Creates a dummy AGL context, so that naughty objects that call OpenGL before the window
// exists will not crash the game.
// If for some reason we fail to get a default contet, assert -- something's very wrong.
//-----------------------------------------------------------------------------------------
void InitDummyAgl(void)
{
short i = 0;
GLint attrib[64];
AGLPixelFormat fmt;
AGLContext ctx;
// clear the existing pixel format.
if (mainfmt != NULL)
aglDestroyPixelFormat(mainfmt);
mainfmt = NULL;
// clear the existing agl context
if(platState.ctx != NULL)
aglDestroyContext((AGLContext)platState.ctx);
platState.ctx = NULL;
agl_ctx = NULL;
// set up an attribute array for the pixel format.
attrib [i++] = AGL_RGBA; // red green blue and alpha
attrib [i++] = AGL_DOUBLEBUFFER; // double buffered
attrib [i++] = AGL_ACCELERATED; // hardware accelerated format
attrib [i++] = AGL_NO_RECOVERY; // don't fall back to a software renderer if out of video card resources
attrib [i++] = AGL_DEPTH_SIZE; // depth buffer
attrib [i++] = 16; // size for depth buffer - either 16 or 32.
// BUG: bit depth is ignored for color buffer. fix and test.
// attrib [i++] = AGL_PIXEL_SIZE;
// attrib [i++] = bpp;
attrib [i++] = AGL_NONE; // terminate the list.
// choose a pixel format that works for any current display device, and matches
// the attributes above as closely as possible.
fmt = aglChoosePixelFormat(NULL, 0, attrib);
aglDebugStr ();
AssertFatal(fmt, "Could not find a valid default pixel format");
// create an agl context. NULL = don't share resouces with any other context.
ctx = aglCreateContext (fmt, NULL);
aglDebugStr ();
AssertFatal(ctx, "Could not create a default agl context");
// make gl calls go to our dummy context
if (!aglSetCurrentContext (ctx))
{
aglDebugStr ();
AssertFatal(false,"Could not set a default agl context as the current context.");
}
agl_ctx = ctx; // maintain up aglMacro.h context
mainfmt = fmt;
}
#endif
//-----------------------------------------------------------------------------------------
// Runs through and builds a list of supported modes.
//-----------------------------------------------------------------------------------------
bool OpenGLDevice::enumDisplayModes (GDHandle hDevice)
{
DSpContextAttributes attr;
DSpContextReference ctxt;
OSStatus err;
int i;
if (!InitDSp()) return(false);
// first, lock out other display devices if we have a preferred device..
DisplayIDType mainDid = BlockDSpContexts(hDevice);
if (noErr == (err = DSpDebugStr (DSpGetFirstContext(mainDid, &ctxt)) ))
while (ctxt)
{
// extract the attributes of this context, and if we don't have a matching
// set on our list already, add it to our list.
if (noErr != (err = DSpDebugStr (DSpContext_GetAttributes(ctxt, &attr)) )) // see what we actually found
{
ReportError ("DSpContext_GetAttributes() had an error.");
break;
}
if (attr.displayWidth >= 640 && attr.displayHeight >= 480
&& (attr.displayBestDepth == 16 || attr.displayBestDepth == 32) )
{
// Only add this resolution if it is not already in the list:
bool alreadyInList = false;
for (i=0; i<mResolutionList.size(); i++)
{
if (attr.displayWidth == mResolutionList[i].w
&& attr.displayHeight == mResolutionList[i].h
&& attr.displayBestDepth == mResolutionList[i].bpp )
{
alreadyInList = true;
break;
}
}
if (!alreadyInList)
{
Resolution newRes( attr.displayWidth, attr.displayHeight, attr.displayBestDepth );
mResolutionList.push_back( newRes );
}
}
// go on to next context
if (noErr != (err = DSpGetNextContext(ctxt, &ctxt) )) // don't do the DSpDebugStr here!
{
if (err == kDSpContextNotFoundErr) // that's okay
err = noErr;
else
{
DSpDebugStr (err);
ReportError ("DSpGetNextContext() had an error.");
}
break;
}
}
// clear the blocked contexts now that we're done
UnblockDSpContexts();
if (noErr != err)
return(false);
return(true);
}
//-----------------------------------------------------------------------------------------
// Set up DSp screens, handles multi-monitor correctly
// side effect: sets both gpDSpWindow and gpPort
//-----------------------------------------------------------------------------------------
CGrafPtr SetupDSp (GDHandle *phGD, int width, int height, int bpp)
{
GDHandle hDevice = NULL;
DSpContextAttributes foundAttributes;
DisplayIDType displayID;
CGrafPtr pPort;
int i;
if (*phGD)
hDevice = *phGD; // save it to look for.
gDSpOwnsPort = false;
gDSpActive = false;
if (!InitDSp()) return(NULL);
AssertFatal( bpp!=0, "SetupDSp\nBPP passed in was ZERO!" );
// first, lock out other display devices if we have a preferred device..
DisplayIDType mainDid = BlockDSpContexts(hDevice);
// Note: DSp < 1.7.3 REQUIRES the back buffer attributes even if only one buffer is required
dMemset(&gContextAttributes, 0, sizeof (DSpContextAttributes));
gContextAttributes.displayWidth = width;
gContextAttributes.displayHeight = height;
gContextAttributes.colorNeeds = kDSpColorNeeds_Require;
gContextAttributes.displayBestDepth = bpp;
gContextAttributes.backBufferBestDepth = bpp;
gContextAttributes.displayDepthMask = kDSpDepthMask_All;
gContextAttributes.backBufferDepthMask = kDSpDepthMask_All;
gContextAttributes.pageCount = 1; // only the front buffer is needed
gContextAttributes.frequency = 0; //try letting DSp pick.
if (platState.osX && hDevice)
{ // use a different function.
if (noErr != DSpDebugStr (DSpFindBestContextOnDisplayID(&gContextAttributes, &gContext, mainDid)))
{ // then try 60hz frequency.
gContextAttributes.frequency = 60<<16;
if (noErr != DSpDebugStr (DSpFindBestContextOnDisplayID(&gContextAttributes, &gContext, mainDid)))
{
ReportError ("DSpFindBestContextOnDisplayID() had an error.");
return NULL;
}
}
}
else
if (noErr != DSpDebugStr (DSpFindBestContext(&gContextAttributes, &gContext)))
{ // then try 60hz frequency.
gContextAttributes.frequency = 60<<16;
if (noErr != DSpDebugStr (DSpFindBestContext(&gContextAttributes, &gContext)))
{
ReportError ("DSpFindBestContext() had an error.");
return NULL;
}
}
if (noErr != DSpDebugStr (DSpContext_GetAttributes (gContext, &foundAttributes))) // see what we actually found
{
ReportError ("DSpContext_GetAttributes() had an error.");
return NULL;
}
// clear the blocked contexts now that we're done locating ours.
UnblockDSpContexts();
// reset width and height to full screen and handle our own centering
// HWA will not correctly center less than full screen size contexts
gContextAttributes.displayWidth = foundAttributes.displayWidth;
gContextAttributes.displayHeight = foundAttributes.displayHeight;
gContextAttributes.pageCount = 1; // only the front buffer is needed
gContextAttributes.contextOptions = 0 | kDSpContextOption_DontSyncVBL; // no page flipping and no VBL sync needed
if (noErr != DSpDebugStr (DSpContext_GetDisplayID(gContext, &displayID))) // get our device for future use
{
ReportError ("DSpContext_GetDisplayID() had an error.");
return NULL;
}
if (noErr != DMGetGDeviceByDisplayID (displayID, phGD, false)) // get GDHandle for ID'd device
{
ReportError ("DMGetGDeviceByDisplayID() had an error.");
return NULL;
}
if (noErr != DSpDebugStr (DSpContext_Reserve ( gContext, &gContextAttributes))) // reserve our context
{
ReportError ("DSpContext_Reserve() had an error.");
return NULL;
}
gCurrentFrequency = foundAttributes.frequency>>16;
#if FADE_ON_SWITCH
DSpDebugStr (DSpContext_FadeGammaOut (NULL, NULL)); // fade display, remove for debug
#endif
if (noErr != DSpDebugStr (DSpContext_SetState (gContext, kDSpContextState_Active))) // activate our context
{
ReportError ("DSpContext_SetState() had an error.");
return NULL;
}
if (platState.osX && !((gVersionDSp.majorRev > 0x01) || ((gVersionDSp.majorRev == 0x01) && (gVersionDSp.minorAndBugRev >= 0x99))))// DSp should be supported in version after 1.98
{
ReportError ("Mac OS X with DSp < 1.99 does not support DrawSprocket for OpenGL full screen");
return NULL;
}
else if (platState.osX) // DSp should be supported in versions 1.99 and later
{
#if originally
/*
// use DSp's front buffer on Mac OS X
if (noErr != DSpDebugStr (DSpContext_GetFrontBuffer (gContext, &pPort)))
{
ReportError ("DSpContext_GetFrontBuffer() had an error.");
return NULL;
}
// make sure to flag this!
gDSpOwnsPort = true;
// there is a problem in Mac OS X GM CoreGraphics that may not size the port pixmap correctly
// this will check the vertical sizes and offset if required to fix the problem
// this will not center ports that are smaller then a particular resolution
{
long deltaV, deltaH;
Rect portBounds;
PixMapHandle hPix = GetPortPixMap (pPort);
Rect pixBounds = (**hPix).bounds;
GetPortBounds (pPort, &portBounds);
deltaV = (portBounds.bottom - portBounds.top) - (pixBounds.bottom - pixBounds.top) +
(portBounds.bottom - portBounds.top - height) / 2;
deltaH = -(portBounds.right - portBounds.left - width) / 2;
if (deltaV || deltaH)
{
GrafPtr pPortSave;
GetPort (&pPortSave);
SetPort ((GrafPtr)pPort);
// set origin to account for CG offset and if requested drawable smaller than screen rez
SetOrigin (deltaH, deltaV);
SetPort (pPortSave);
}
}
platState.appWindow = GetWindowFromPort(pPort);
#if FADE_ON_SWITCH
DSpDebugStr (DSpContext_FadeGammaIn (NULL, NULL));
#endif
return pPort;
*/
#endif
}
Con::printf( "Creating new Fullscreen window..." );
WindowPtr pWindow = CreateOpenGLWindow(*phGD, width, height, true);
if (pWindow == NULL)
return(NULL); // !!!!TBD err msg.
platState.appWindow = pWindow;
pPort = GetWindowPort(pWindow);
#if FADE_ON_SWITCH
DSpDebugStr (DSpContext_FadeGammaIn (NULL, NULL));
#endif
gDSpActive = true;
return pPort;
}
//-----------------------------------------------------------------------------------------
// clean up DSp
//-----------------------------------------------------------------------------------------
void ShutdownDSp (CGrafPtr pDSpPort)
{
#if FADE_ON_SWITCH
DSpContext_FadeGammaOut(NULL, NULL);
#endif
if ((NULL != pDSpPort))
{
// retreive the actual window in question...
WindowPtr w = GetWindowFromPort(pDSpPort);
if (w == platState.appWindow) // then clear our storage variable.
platState.appWindow = NULL;
if (!gDSpOwnsPort) // then we created the window, so we have to dispose of it.
{
if (platState.osX)
ReleaseWindow(w);
else
DisposeWindow(w);
}
}
DSpContext_SetState(gContext, kDSpContextState_Inactive);
#if FADE_ON_SWITCH
DSpContext_FadeGammaIn(NULL, NULL);
#endif
// ShowCursor(); // !!!!!!TBD - what the heck is this doing here??? this could screw up mouse/cursor management!!!
DSpContext_Release(gContext);
if (gNumBlockedContexts) // shouldn't happen, but...
{
for (int i=0; i<gNumBlockedContexts; i++)
DSpContext_Release(gBlockedContext[i]);
gNumBlockedContexts = 0;
}
DSpShutdown();
gContext = NULL;
gpDSpPort = NULL;
gDSpOwnsPort = false;
gDSpActive = false;
}
#pragma mark -
//-----------------------------------------------------------------------------------------
// OpenGL Setup, for any case where we already have a drawable (whether windowed or DSp-screen)
//-----------------------------------------------------------------------------------------
AGLContext SetupAGL (AGLPixelFormat *inFmt, GDHandle hGD, AGLDrawable drawable, int bpp)
{
// software renderer = AGL_RENDERER_ID + AGL_RENDERER_GENERIC_ID + AGL_ALL_RENDERERS
// any renderer = AGL_ALL_RENDERERS instead of AGL_ACCELERATED
// OpenGL compliant ATI renderer = AGL_RENDERER_ID + AGL_RENDERER_ATI_ID + AGL_ACCELERATED
short i = 0;
GLint attrib[64];
AGLPixelFormat fmt;
AGLContext ctx;
if (*inFmt!=NULL)
aglDestroyPixelFormat(*inFmt); // prev pixel format is no longer needed
*inFmt = NULL;
attrib [i++] = AGL_RGBA; // red green blue and alpha
attrib [i++] = AGL_DOUBLEBUFFER; // double buffered
attrib [i++] = AGL_ACCELERATED; // HWA pixel format only
attrib [i++] = AGL_NO_RECOVERY; // HWA pixel format only
attrib [i++] = AGL_DEPTH_SIZE; // MUST request a depth buffer.
attrib [i++] = bpp>16?32:16; // !!!!!!!TBD this should be from a pref variable.
// !!!!!TBD -- do we need to have a pixelsize in here?
// attrib [i++] = AGL_PIXEL_SIZE;
// attrib [i++] = bpp;
// attrib [i++] = AGL_ALL_RENDERERS; // choose even non-compliant renderers
// attrib [i++] = AGL_RENDERER_ID; // choose only renderer type specified in next parameter
// attrib [i++] = AGL_RENDERER_ATI_ID; // ATI renderer
// attrib [i++] = AGL_RENDERER_GENERIC_ID; // generic renderer
// terminate the list.
attrib [i++] = AGL_NONE;
if (hGD && gNumDevices>1)
fmt = aglChoosePixelFormat (&hGD, 1, attrib); // get an appropriate pixel format
else
fmt = aglChoosePixelFormat(NULL, 0, attrib); // get an appropriate pixel format
aglDebugStr ();
if (NULL == fmt)
{
ReportError("Could not find valid pixel format");
return NULL;
}
ctx = aglCreateContext (fmt, NULL); // Create an AGL context
aglDebugStr ();
if (NULL == ctx)
{
ReportError ("Could not create context");
return NULL;
}
if (!aglSetDrawable (ctx, drawable)) // attach the window to the context
{
ReportError ("SetDrawable failed");
aglDebugStr ();
return NULL;
}
if (!aglSetCurrentContext (ctx)) // make the context the current context
{
aglDebugStr ();
aglSetDrawable (ctx, NULL);
return NULL;
}
#if !defined(TORQUE_DEBUG)
agl_ctx = ctx; // maintain up aglMacro.h context
#endif
*inFmt = fmt;
return ctx;
}
//-----------------------------------------------------------------------------------------
// OpenGL Setup
AGLContext SetupAGLFullScreen (AGLPixelFormat *inFmt, GDHandle hGD, int width, int height, int bpp)
{
GLint attrib[64];
AGLPixelFormat fmt;
AGLContext ctx;
if (*inFmt!=NULL)
aglDestroyPixelFormat(*inFmt); // prev pixel format is no longer needed
*inFmt = NULL;
// different possible pixel format choices for different renderers
// basics requirements are RGBA and double buffer
// OpenGL will select acclerated context if available
short i = 0;
attrib [i++] = AGL_RGBA; // red green blue and alpha
attrib [i++] = AGL_DOUBLEBUFFER; // double buffered
attrib [i++] = AGL_ACCELERATED; // HWA pixel format only
attrib [i++] = AGL_NO_RECOVERY; // HWA pixel format only
attrib [i++] = AGL_DEPTH_SIZE;
attrib [i++] = bpp>16?32:16;
attrib [i++] = AGL_FULLSCREEN;
attrib [i++] = AGL_PIXEL_SIZE;
attrib [i++] = bpp;
// attrib [i++] = AGL_ALL_RENDERERS; // choose even non-compliant renderers
// attrib [i++] = AGL_RENDERER_ID; // choose only renderer type specified in next parameter
// attrib [i++] = AGL_RENDERER_ATI_ID; // ATI renderer
// attrib [i++] = AGL_RENDERER_GENERIC_ID; // generic renderer
attrib [i++] = AGL_NONE;
if (hGD && gNumDevices>1)
fmt = aglChoosePixelFormat (&hGD, 1, attrib); // get an appropriate pixel format
else
fmt = aglChoosePixelFormat(NULL, 0, attrib); // get an appropriate pixel format
if (NULL == fmt)
{
ReportError("Could not find valid pixel format");
aglDebugStr ();
return NULL;
}
ctx = aglCreateContext (fmt, NULL); // Create an AGL context
if (NULL == ctx)
{
ReportError ("Could not create context");
aglDebugStr ();
return NULL;
}
#ifdef ALLOW_SINGLEMON_CAPTURE
#ifndef AGL_FS_CAPTURE_SINGLE
#define AGL_FS_CAPTURE_SINGLE 255 /* enable the capture of only a single display for aglFullscreen */
#endif
aglEnable(ctx, AGL_FS_CAPTURE_SINGLE);
#endif
static int hzrate = 0; //gCurrentFrequency; // should be a fairly safe rate on most displays. we could use DSp to get rates, or DM maybe.
if (!aglSetFullScreen (ctx, width, height, hzrate, 0)) // attach fulls screen device to the context
{
ReportError ("SetFullScreen(0Hz) failed");
aglDebugStr ();
hzrate = 60; // safe mode.
gCurrentFrequency = 60; // so we know what we set...
if (!aglSetFullScreen (ctx, width, height, hzrate, 0)) // attach fulls screen device to the context
{
ReportError ("SetFullScreen(60Hz) failed");
aglDebugStr ();
return NULL;
}
}
if (!aglSetCurrentContext (ctx)) // make the context the current context
{
ReportError ("SetCurrentContext failed");
aglDebugStr ();
aglSetDrawable (ctx, NULL); // turn off full screen
return NULL;
}
#if !defined(TORQUE_DEBUG)
agl_ctx = ctx; // maintain up aglMacro.h context
#endif
// aglDestroyPixelFormat(fmt); // pixel format is no longer needed
*inFmt = fmt;
return ctx;
}
#pragma mark -
//===============================================================================
Boolean sCanDoFullscreen = TRUE;
struct CardProfile
{
const char *vendor; // manufacturer
const char *renderer; // driver name
bool safeMode; // destroy rendering context for resolution change
bool lockArray; // allow compiled vertex arrays
bool subImage; // allow glTexSubImage*
bool fogTexture; // require bound texture for combine extension
bool noEnvColor; // no texture environment color
bool clipHigh; // clip high resolutions
bool deleteContext; // delete rendering context
bool texCompress; // allow texture compression
bool interiorLock; // lock arrays for Interior render
bool skipFirstFog; // skip first two-pass fogging (dumb 3Dfx hack)
bool only16; // inhibit 32-bit resolutions
bool noArraysAlpha; // don't use glDrawArrays with a GL_ALPHA texture
const char *proFile; // explicit profile of graphic settings
};
struct OSCardProfile
{
const char *vendor; // manufacturer
const char *renderer; // driver name
};
static Vector<CardProfile> sCardProfiles(__FILE__, __LINE__);
static Vector<OSCardProfile> sOSCardProfiles(__FILE__, __LINE__);
struct ProcessorProfile
{
U16 clock; // clock range max
U16 adjust; // CPU adjust
};
static U8 sNumProcessors = 4;
static ProcessorProfile sProcessorProfiles[] =
{
{ 400, 0 },
{ 600, 5 },
{ 800, 10 },
{ 1000, 15 },
};
struct SettingProfile
{
U16 performance; // metric range max
const char *settings; // default file
};
static U8 sNumSettings = 3;
static SettingProfile sSettingProfiles[] =
{
{ 33, "LowProfile.cs" },
{ 66, "MediumProfile.cs" },
{ 100, "HighProfile.cs" },
};
//------------------------------------------------------------------------------
ConsoleFunction( addCardProfile, void, 16, 16, "(string vendor, string renderer, "
" bool safeMode, bool lockArray, bool subImage, "
" bool fogTexture, bool noEnvColor, bool clipHigh, "
" bool deleteContext, bool texCompress, bool interiorLock, "
" bool skipFirstFog, bool only16, bool noArraysAlpha, "
" string proFile)")
{
CardProfile profile;
profile.vendor = dStrdup(argv[1]);
profile.renderer = dStrdup(argv[2]);
profile.safeMode = dAtob(argv[3]);
profile.lockArray = dAtob(argv[4]);
profile.subImage = dAtob(argv[5]);
profile.fogTexture = dAtob(argv[6]);
profile.noEnvColor = dAtob(argv[7]);
profile.clipHigh = dAtob(argv[8]);
profile.deleteContext = dAtob(argv[9]);
profile.texCompress = dAtob(argv[10]);
profile.interiorLock = dAtob(argv[11]);
profile.skipFirstFog = dAtob(argv[12]);
profile.only16 = dAtob(argv[13]);
profile.noArraysAlpha = dAtob(argv[14]);
if (dStrcmp(argv[15],""))
profile.proFile = dStrdup(argv[15]);
else
profile.proFile = NULL;
sCardProfiles.push_back(profile);
}
ConsoleFunction( addOSCardPRofile, void, 6, 6, "(string vendor, string renderer, "
" bool allowOpenGL, bool allowD3D, "
" bool preferOpenGL) Mac builds ignore the last three flags.")
{
OSCardProfile profile;
profile.vendor = dStrdup(argv[1]);
profile.renderer = dStrdup(argv[2]);
/*
profile.allowOpenGL = dAtob(argv[3]);
profile.allowD3D = dAtob(argv[4]);
profile.preferOpenGL = dAtob(argv[5]);
*/
sOSCardProfiles.push_back(profile);
}
static void clearCardProfiles()
{
while (sCardProfiles.size())
{
dFree((char *) sCardProfiles.last().vendor);
dFree((char *) sCardProfiles.last().renderer);
dFree((char *) sCardProfiles.last().proFile);
sCardProfiles.decrement();
}
}
static void clearOSCardProfiles()
{
while (sOSCardProfiles.size())
{
dFree((char *) sOSCardProfiles.last().vendor);
dFree((char *) sOSCardProfiles.last().renderer);
sOSCardProfiles.decrement();
}
}
static void execScript(const char *scriptFile)
{
// execute the script
FileStream str;
if (!str.open(scriptFile, FileStream::Read))
return;
U32 size = str.getStreamSize();
char *script = new char[size + 1];
str.read(size, script);
str.close();
script[size] = 0;
Con::executef(2, "eval", script);
delete[] script;
}
static void profileSystem(const char *vendor, const char *renderer)
{
//Con::executef(2, "exec", "scripts/CardProfiles.cs");
execScript("CardProfiles.cs");
const char *os = NULL;
char osProfiles[64];
#pragma message("todo: implement full profile checking")
os = "MACCARB";
if ( os != NULL )
{
dSprintf(osProfiles,64,"%s%sCardProfiles.cs","PPC",os);
//Con::executef(2, "exec", osProfiles);
execScript(osProfiles);
}
const char *proFile = NULL;
U32 i;
for (i = 0; i < sCardProfiles.size(); ++i)
if (dStrstr(vendor, sCardProfiles[i].vendor) &&
(!dStrcmp(sCardProfiles[i].renderer, "*") ||
dStrstr(renderer, sCardProfiles[i].renderer)))
{
Con::setBoolVariable("$pref::Video::safeModeOn", sCardProfiles[i].safeMode);
Con::setBoolVariable("$pref::OpenGL::disableEXTCompiledVertexArray", !sCardProfiles[i].lockArray);
Con::setBoolVariable("$pref::OpenGL::disableSubImage", !sCardProfiles[i].subImage);
Con::setBoolVariable("$pref::TS::fogTexture", sCardProfiles[i].fogTexture);
Con::setBoolVariable("$pref::OpenGL::noEnvColor", sCardProfiles[i].noEnvColor);
Con::setBoolVariable("$pref::Video::clipHigh", sCardProfiles[i].clipHigh);
if (!sCardProfiles[i].deleteContext)
{
Con::setBoolVariable("$pref::Video::deleteContext", false);
/*
// HACK: The Voodoo3/5 on W2K crash when deleting a rendering context
// So we're not deleting it.
// Oh, and the Voodoo3 returns a Banshee renderer string under W2K
dMemset( &OSVersionInfo, 0, sizeof( OSVERSIONINFO ) );
OSVersionInfo.dwOSVersionInfoSize = sizeof( OSVERSIONINFO );
if ( GetVersionEx( &OSVersionInfo ) &&
OSVersionInfo.dwPlatformId == VER_PLATFORM_WIN32_NT &&
OSVersionInfo.dwMajorVersion == 5)
Con::setBoolVariable("$pref::Video::deleteContext", false);
else
Con::setBoolVariable("$pref::Video::deleteContext", true);
*/
}
else
Con::setBoolVariable("$pref::Video::deleteContext", true);
Con::setBoolVariable("$pref::OpenGL::disableARBTextureCompression", !sCardProfiles[i].texCompress);
Con::setBoolVariable("$pref::Interior::lockArrays", sCardProfiles[i].interiorLock);
Con::setBoolVariable("$pref::TS::skipFirstFog", sCardProfiles[i].skipFirstFog);
Con::setBoolVariable("$pref::Video::only16", sCardProfiles[i].only16);
Con::setBoolVariable("$pref::OpenGL::noDrawArraysAlpha", sCardProfiles[i].noArraysAlpha);
proFile = sCardProfiles[i].proFile;
break;
}
// defaults
U16 glProfile;
if (!proFile)
{
// no driver GL profile -- make one via weighting GL extensions
glProfile = 25;
glProfile += gGLState.suppARBMultitexture * 25;
glProfile += gGLState.suppLockedArrays * 15;
glProfile += gGLState.suppVertexArrayRange * 10;
glProfile += gGLState.suppTextureEnvCombine * 5;
glProfile += gGLState.suppPackedPixels * 5;
glProfile += gGLState.suppTextureCompression * 5;
glProfile += gGLState.suppS3TC * 5;
glProfile += gGLState.suppFXT1 * 5;
Con::setBoolVariable("$pref::Video::safeModeOn", true);
Con::setBoolVariable("$pref::OpenGL::disableEXTCompiledVertexArray", false);
Con::setBoolVariable("$pref::OpenGL::disableSubImage", false);
Con::setBoolVariable("$pref::TS::fogTexture", false);
Con::setBoolVariable("$pref::OpenGL::noEnvColor", false);
Con::setBoolVariable("$pref::Video::clipHigh", false);
Con::setBoolVariable("$pref::Video::deleteContext", true);
Con::setBoolVariable("$pref::OpenGL::disableARBTextureCompression", false);
Con::setBoolVariable("$pref::Interior::lockArrays", true);
Con::setBoolVariable("$pref::TS::skipFirstFog", false);
Con::setBoolVariable("$pref::Video::only16", false);
Con::setBoolVariable("$pref::OpenGL::noDrawArraysAlpha", false);
}
Con::setVariable("$pref::Video::profiledVendor", vendor);
Con::setVariable("$pref::Video::profiledRenderer", renderer);
if (!Con::getBoolVariable("$DisableSystemProfiling") &&
( dStrcmp(vendor, Con::getVariable("$pref::Video::defaultsVendor")) ||
dStrcmp(renderer, Con::getVariable("$pref::Video::defaultsRenderer")) ))
{
if (proFile)
{
char settings[64];
dSprintf(settings,64,"%s.cs",proFile);
//Con::executef(2, "exec", settings);
execScript(settings);
}
else
{
U16 adjust;
// match clock with profile
for (i = 0; i < sNumProcessors; ++i)
{
adjust = sProcessorProfiles[i].adjust;
if (Platform::SystemInfo.processor.mhz < sProcessorProfiles[i].clock) break;
}
const char *settings;
// match performance metric with profile
for (i = 0; i < sNumSettings; ++i)
{
settings = sSettingProfiles[i].settings;
if (glProfile+adjust <= sSettingProfiles[i].performance) break;
}
//Con::executef(2, "exec", settings);
execScript(settings);
}
bool match = false;
for (i = 0; i < sOSCardProfiles.size(); ++i)
if (dStrstr(vendor, sOSCardProfiles[i].vendor) &&
(!dStrcmp(sOSCardProfiles[i].renderer, "*") ||
dStrstr(renderer, sOSCardProfiles[i].renderer)))
{
// Con::setBoolVariable("$pref::Video::allowOpenGL", sOSCardProfiles[i].allowOpenGL);
// Con::setBoolVariable("$pref::Video::allowD3D", sOSCardProfiles[i].allowD3D);
// Con::setBoolVariable("$pref::Video::preferOpenGL", sOSCardProfiles[i].preferOpenGL);
match = true;
break;
}
if (!match)
{
Con::setBoolVariable("$pref::Video::allowOpenGL", true);
// Con::setBoolVariable("$pref::Video::allowD3D", true);
Con::setBoolVariable("$pref::Video::preferOpenGL", true);
}
Con::setVariable("$pref::Video::defaultsVendor", vendor);
Con::setVariable("$pref::Video::defaultsRenderer", renderer);
}
// write out prefs
gEvalState.globalVars.exportVariables("$pref::*", "prefs/ClientPrefs.cs", false);
clearCardProfiles();
clearOSCardProfiles();
}
#pragma mark -
//------------------------------------------------------------------------------
OpenGLDevice::OpenGLDevice()
{
initDevice();
}
//------------------------------------------------------------------------------
void OpenGLDevice::initDevice()
{
// Set the device name:
mDeviceName = "OpenGL";
// Never unload a code module
aglConfigure(AGL_RETAIN_RENDERERS, GL_TRUE);
#if defined(TORQUE_OS_MAC_OSX) && defined(AGL_TARGET_OS_MAC_OSX)
{// carbon porting guide says we MUST do this in mach-o Carbon code...
aglConfigure(AGL_TARGET_OS_MAC_OSX, GL_TRUE);
}
#endif
// Set some initial conditions:
mResolutionList.clear();
// sCanDoFullscreen = FALSE;
bool gotEm = enumDisplayModes(platState.hDisplay);
if (!gotEm)
{
mResolutionList.clear();
// fill it with some standard sizes for a machine, just to have something.
Point sizes[4] = {{640,480},{800,600},{1024,768},{1280,1024}};
for(int i=0; i<4; i++)
{
Resolution newRes16( sizes[i].h, sizes[i].v, 16 );
Resolution newRes32( sizes[i].h, sizes[i].v, 32 );
mResolutionList.push_back( newRes16 );
mResolutionList.push_back( newRes32 );
}
}
}
//------------------------------------------------------------------------------
bool OpenGLDevice::activate( U32 width, U32 height, U32 bpp, bool fullScreen )
{
Con::printf( "Activating the OpenGL display device..." );
bool needResurrect = false;
#pragma message("todo: need to error check on return from agl funcs.")
// If the rendering context exists, delete it:
/*
if (platState.ctx)
{
Con::printf( "Killing the texture manager..." );
Game->textureKill();
needResurrect = true;
Con::printf( "Making the rendering context not current..." );
aglSetCurrentContext(NULL);
aglSetDrawable(platState.ctx, NULL);
Con::printf( "Deleting the rendering context..." );
aglDestroyContext(platState.ctx);
platState.ctx = NULL;
}
*/
static bool onceAlready = false;
bool profiled = false;
// Set the resolution:
if ( !setScreenMode( width, height, bpp, ( fullScreen || mFullScreenOnly ), true, false ) )
return false;
// Get original gamma ramp
// mRestoreGamma = GetDeviceGammaRamp(platState.appDC, mOriginalRamp);
// Output some driver info to the console:
const char* vendorString = (const char*) glGetString( GL_VENDOR );
const char* rendererString = (const char*) glGetString( GL_RENDERER );
const char* versionString = (const char*) glGetString( GL_VERSION );
Con::printf( "OpenGL driver information:" );
if ( vendorString )
Con::printf( " Vendor: %s", vendorString );
if ( rendererString )
Con::printf( " Renderer: %s", rendererString );
if ( versionString )
Con::printf( " Version: %s", versionString );
if ( needResurrect )
{
// Reload the textures:
Con::printf( "Resurrecting the texture manager..." );
Game->textureResurrect();
}
//Now that we have video setup, and window established, we do any initialization/checking
// of OpenGL interfaces necessary to setup the rendering system.
GL_EXT_Init();
Con::setVariable( "$pref::Video::displayDevice", mDeviceName );
/* !!!!!!TBD LATER!!!!!!!!
// only do this for the first session
if (!profiled &&
!Con::getBoolVariable("$DisableSystemProfiling") &&
( dStrcmp(vendorString, Con::getVariable("$pref::Video::profiledVendor")) ||
dStrcmp(rendererString, Con::getVariable("$pref::Video::profiledRenderer")) ))
{
profileSystem(vendorString, rendererString);
profiled = true;
}
if (profiled)
{
U32 width, height, bpp;
if (Con::getBoolVariable("$pref::Video::clipHigh", false))
for (S32 i = mResolutionList.size()-1; i >= 0; --i)
if (mResolutionList[i].w > 1152 || mResolutionList[i].h > 864)
mResolutionList.erase(i);
if (Con::getBoolVariable("$pref::Video::only16", false))
for (S32 i = mResolutionList.size()-1; i >= 0; --i)
if (mResolutionList[i].bpp == 32)
mResolutionList.erase(i);
dSscanf(Con::getVariable("$pref::Video::resolution"), "%d %d %d", &width, &height, &bpp);
setScreenMode(width, height, bpp,
Con::getBoolVariable("$pref::Video::fullScreen", true), false, false);
}
*/
// Do this here because we now know about the extensions:
// if ( gGLState.suppSwapInterval )
setVerticalSync( !Con::getBoolVariable( "$pref::Video::disableVerticalSync" ) );
Con::setBoolVariable("$pref::OpenGL::allowTexGen", true);
return true;
}
//------------------------------------------------------------------------------
// returns TRUE if textures need resurrecting in future...
//------------------------------------------------------------------------------
bool OpenGLDevice::GLCleanupHelper()
{
bool needResurrect = false;
Con::printf( "Cleaning up the display device..." );
// !!!!!TBD
// NOTE THAT A LARGE CHUNK OF THIS CODE IS SHARED WITH shutdown(), AND THUS SHOULD BE >REALLY< SHARED CODE.
// Delete the rendering context:
if (platState.ctx)
{
if (!Video::smNeedResurrect) // as that flag means we already ditched textures...
{
Con::printf( "Killing the texture manager..." );
Game->textureKill();
needResurrect = true;
}
Con::printf( "Making sure the rendering context is not current..." );
aglSetCurrentContext(NULL);
#if !defined(TORQUE_DEBUG)
agl_ctx = NULL; // maintain up aglMacro.h context
#endif
aglSetDrawable((AGLContext)platState.ctx, NULL);
if (0) // !!!!TBD error check
{
AssertFatal( false, "OpenGLDevice::setScreenMode\naglSetDrawable( ctx, NULL ) failed!" );
return false;
}
Con::printf( "Deleting the rendering context..." );
// !!!! TBD WHY IS THIS CHECK HERE??? IS IT VALID ON MAC?? WHY NOT IN ACTIVATE???
// if ( Con::getBoolVariable("$pref::Video::deleteContext",true) )
aglDestroyContext((AGLContext)platState.ctx);
if (0) // !!!!TBD error check
{
AssertFatal( false, "OpenGLDevice::setScreenMode\naglDestroyContext failed!" );
return false;
}
// make sure it is null...
platState.ctx = NULL;
}
// !!!!!TBD HANDLE GAMMA
// if (mRestoreGamma)
// SetDeviceGammaRamp(platState.appDC, mOriginalRamp);
if (gpDSpPort) // == smIsFullScreen...
{
Con::printf("Shutting down DrawSprocket and restoring Desktop (%dx%dx%d)...", platState.desktopWidth, platState.desktopHeight, platState.desktopBitsPixel );
ShutdownDSp(gpDSpPort);
}
// on the mac, if the window is still around for any reason, dispose of it now.
// DestroyGL or ShutdownDSp will have nuked it already if they created it...
if ( platState.appWindow )
{
Con::printf( "Destroying the window..." );
if (platState.osX)
ReleaseWindow(platState.appWindow);
else
DisposeWindow(platState.appWindow);
platState.appWindow = NULL;
}
// clear some Res state, so we don't think we're set up already.
smCurrentRes.w = 0;
smCurrentRes.h = 0;
return(needResurrect);
}
//------------------------------------------------------------------------------
void OpenGLDevice::shutdown()
{
OSStatus err = noErr;
Con::printf( "Shutting down the OpenGL display device..." );
// call our new universal helper function...
GLCleanupHelper();
// should be safe to always call.
ShowMenuBar();
}
//------------------------------------------------------------------------------
// This is the real workhorse function of the DisplayDevice...
//
static bool wasWindowed = true;
bool OpenGLDevice::setScreenMode( U32 width, U32 height, U32 bpp, bool fullScreen, bool forceIt, bool repaint )
{
// SANITY CHECK, AS THE FRICKING SCRIPTS PASS IN BAD VALUES. LIKE ZERO.
if (!bpp)
bpp = platState.desktopBitsPixel;
WindowPtr curtain = NULL;
char errorMessage[256];
bool newFullScreen = fullScreen;
bool safeModeOn = Con::getBoolVariable( "$pref::Video::safeModeOn" );
bool needResurrect = false;
Resolution newRes( width, height, bpp );
Resolution oldRes = smCurrentRes;
OSStatus err;
// !!!!!TBD
// if no values changing, return immediately.
// this is sort-of an optimization, but also useful to prevent thrashing (which the
// current graphic startup would do otherwise...)
if (smCurrentRes.w == width && smCurrentRes.h == height && smCurrentRes.bpp == bpp && smIsFullScreen == newFullScreen)
return(true);
if ( !newFullScreen && mFullScreenOnly )
{
Con::warnf( ConsoleLogEntry::General, "OpenGLDevice::setScreenMode - device or desktop color depth does not allow windowed mode!" );
newFullScreen = true;
}
#pragma message("todo: how to handle picking available resolutions?")
// !!!!!!!TBD NOT SURE THAT WOULD DO THE RIGHT THING FOR MAC IN ALL CASES!
// THEREFORE, ALWAYS GO DO SHUTDOWN CODE!!!
needResurrect = GLCleanupHelper();
// MAC DOESN'T NEED A CURTAIN -- prefers to use gamma fade out/in...
// curtain = CreateCurtain( newRes.w, newRes.h );
Con::printf( ">> Attempting to change display settings to %s %dx%dx%d...", newFullScreen?"fullscreen":"windowed", newRes.w, newRes.h, newRes.bpp );
if ( newFullScreen )
smIsFullScreen = true;
else if ( smIsFullScreen )
smIsFullScreen = false;
// WRITE TO PREFS
Con::setBoolVariable( "$pref::Video::fullScreen", smIsFullScreen );
// set our preferred device
// default is the main device (which should be the one at [0,0]).
GDHandle currDev = GetMainDevice();
int devicenum = Con::getIntVariable("$pref::Video::monitorNum", 0);
if (devicenum)
{ // then find the right device.
if (devicenum>gNumDevices || devicenum<1)
{
// well, then give them default device
devicenum = 0;
Con::setIntVariable("$pref::Video::monitorNum", devicenum);
}
else
currDev = gDeviceList[devicenum-1];
}
platState.hDisplay = currDev;
// in case we fail, put back values for the moment, as we munged them in Cleanup.
smCurrentRes = oldRes;
bool aglReady = false;
if (newFullScreen)
{
#if USE_AGL_FULLSCREEN
if (platState.osX) // under osx we can try SetaglFullScreen
{
short display = devicenum; // !!!! IS THIS CORRECT? !!!!TBD -- need to define a GDHandle to display # mapping
if (platState.ctx = SetupAGLFullScreen (&mainfmt, platState.hDisplay, newRes.w, newRes.h, newRes.bpp)) // Setup the OpenGL context
{
aglReady = true;
SetRect (&gRectPort, 0, 0, newRes.w, newRes.h); // l, t, r, b
Con::printf("Successfully set up AGLFullscreen support [%d x %d x %d : %dHz]", newRes.w, newRes.h, newRes.bpp, gCurrentFrequency);
}
else
{
Con::printf("Failed to set up AGLFullscreen support.");
}
}
#endif
if (!aglReady) // not ready yet. try normal SetupAGL.
{
gpDSpPort = SetupDSp (&(platState.hDisplay), newRes.w, newRes.h, newRes.bpp); // Setup DSp for OpenGL
if (gpDSpPort==NULL) // oops
{
Con::warnf("Failed to establish DrawSprocket monitor control.");
return(false);
}
if (platState.ctx = SetupAGL(&mainfmt, platState.hDisplay, gpDSpPort, newRes.bpp)) // Setup the OpenGL context
{
GetPortBounds (gpDSpPort, &gRectPort);
if (platState.hDisplay)
Con::printf("Successfully set up AGL support with DSp Fullscreen [%d x %d x %d : %dHz]", gRectPort.right - gRectPort.left, gRectPort.bottom - gRectPort.top, (**(**platState.hDisplay).gdPMap).pixelSize, gCurrentFrequency);
else
Con::printf("Successfully set up GL support [%d x %d]", gRectPort.right - gRectPort.left, gRectPort.bottom - gRectPort.top);
}
else
{
Con::printf("Failed to set up AGL context support.");
return(false);
}
}
}
//if we haven't yet created/assigned a plat window, need to do so now.
if (!platState.appWindow )
{
platState.appWindow = CreateOpenGLWindow( platState.hDisplay, newRes.w, newRes.h, false );
if ( !platState.appWindow )
{
AssertFatal( false, "OpenGLDevice::setScreenMode - Failed to create a new window!" );
return false;
}
else
Con::printf( "Created new %swindow for GL [%d x %d].", newFullScreen ? "Fullscreen " : "", newRes.w, newRes.h );
}
if (!newFullScreen)
{
CGrafPtr port = GetWindowPort(platState.appWindow);
AGLDrawable drawto = port; // just to be clear.
GetPortBounds (port, &gRectPort);
if (NULL == (platState.ctx = SetupAGL(&mainfmt, platState.hDisplay, drawto, newRes.bpp))) // Setup the OpenGL context
{
Con::warnf("Failed to set up AGL windowed support.");
return false;
}
Con::printf("Successfully set up AGL windowed support [%d x %d]", gRectPort.right - gRectPort.left, gRectPort.bottom - gRectPort.top);
}
//PRINT BACK THE FORMAT WE GOT!!!! !!!!TBD
//qwglDescribePixelFormat( platState.appDC, chosenFormat, sizeof( pfd ), &pfd );
//Con::printf( "Pixel format set:" );
//Con::printf( " %d color bits, %d depth bits, %d stencil bits", platState.fmt.cColorBits, pfd.cDepthBits, pfd.cStencilBits );
// validate that this function is available in CFM on OSX...
if ((Ptr) kUnresolvedCFragSymbolAddress != (Ptr) glPixelStorei)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if ( needResurrect )
{
// Reload the textures:
Con::printf( "Resurrecting the texture manager..." );
Game->textureResurrect();
}
// if ( gGLState.suppSwapInterval ) // mac always supports this, basically.
setVerticalSync( !Con::getBoolVariable( "$pref::Video::disableVerticalSync" ) );
smCurrentRes = newRes;
// !!!TBD
// this is kinda redundant in the mac schema...
Platform::setWindowSize( newRes.w, newRes.h );
// WRITE TO PREFS
char tempBuf[15];
if (smIsFullScreen)
{
dSprintf( tempBuf, sizeof( tempBuf ), "%d %d %d", smCurrentRes.w, smCurrentRes.h, smCurrentRes.bpp );
Con::setVariable( "$pref::Video::resolution", tempBuf );
if (wasWindowed)
HideMenuBar();
wasWindowed = false;
}
else // windowed
{
dSprintf( tempBuf, sizeof( tempBuf ), "%d %d", smCurrentRes.w, smCurrentRes.h );
Con::setVariable( "$pref::Video::windowedRes", tempBuf );
wasWindowed = true;
ShowMenuBar(); // should be safe to always call...
}
// if ( curtain )
// DisposeWindow( curtain );
if ( repaint )
Con::evaluate( "resetCanvas();" );
return true;
}
//------------------------------------------------------------------------------
void OpenGLDevice::swapBuffers()
{
// TBD!!!!! should this be setting to platState.ctx
// in future, support multiple contexts?
#if later //!!!
//dhc - also adding in a sanity check here.
AssertISV((AGLContext)platState.ctx, "OpenGLDevice::swapBuffers -- No GL context in place!");
#endif
if (platState.ctx)
aglSwapBuffers(aglGetCurrentContext());
#if defined(TORQUE_DEBUG)
if(gOutlineEnabled)
glClear(GL_COLOR_BUFFER_BIT);
#endif
}
//------------------------------------------------------------------------------
const char* OpenGLDevice::getDriverInfo()
{
// Output some driver info to the console:
const char* vendorString = (const char*) glGetString( GL_VENDOR );
const char* rendererString = (const char*) glGetString( GL_RENDERER );
const char* versionString = (const char*) glGetString( GL_VERSION );
const char* extensionsString = (const char*) glGetString( GL_EXTENSIONS );
U32 bufferLen = ( vendorString ? dStrlen( vendorString ) : 0 )
+ ( rendererString ? dStrlen( rendererString ) : 0 )
+ ( versionString ? dStrlen( versionString ) : 0 )
+ ( extensionsString ? dStrlen( extensionsString ) : 0 )
+ 4;
char* returnString = Con::getReturnBuffer( bufferLen );
dSprintf( returnString, bufferLen, "%s\t%s\t%s\t%s",
( vendorString ? vendorString : "" ),
( rendererString ? rendererString : "" ),
( versionString ? versionString : "" ),
( extensionsString ? extensionsString : "" ) );
return( returnString );
}
//------------------------------------------------------------------------------
bool OpenGLDevice::getGammaCorrection(F32 &g)
{
U16 ramp[256*3];
#pragma message("todo: gamma")
/*
if (!GetDeviceGammaRamp(platState.appDC, ramp))
return false;
*/
F32 csum = 0.0;
U32 ccount = 0;
for (U16 i = 0; i < 256; ++i)
{
if (i != 0 && ramp[i] != 0 && ramp[i] != 65535)
{
F64 b = (F64) i/256.0;
F64 a = (F64) ramp[i]/65535.0;
F32 c = (F32) (mLog(a)/mLog(b));
csum += c;
++ccount;
}
}
g = csum/ccount;
return true;
}
//------------------------------------------------------------------------------
bool OpenGLDevice::setGammaCorrection(F32 g)
{
U16 ramp[256*3];
for (U16 i = 0; i < 256; ++i)
ramp[i] = mPow((F32) i/256.0f, g) * 65535.0f;
dMemcpy(&ramp[256],ramp,256*sizeof(U16));
dMemcpy(&ramp[512],ramp,256*sizeof(U16));
bool t = false;
#pragma message("todo: gamma")
// t = SetDeviceGammaRamp(platState.appDC, ramp);
return t;
}
//------------------------------------------------------------------------------
bool OpenGLDevice::setVerticalSync( bool on )
{
// HACK
on = false; // !!!!!TBD for some reason, the disable pref is set to one, the value is grabbed and flipped
// and it STILL comes through as non-zero!!!
// Apple has an internal vsync flag:
if (platState.ctx)
{
GLint val = on ? 1 : 0;
return(GL_FALSE != aglSetInteger((AGLContext)platState.ctx, AGL_SWAP_INTERVAL, &val));
}
return(false);
}
//------------------------------------------------------------------------------
DisplayDevice* OpenGLDevice::create()
{
bool result = true;
bool fullScreenOnly = false;
// validate OpenGL existance/linkage here for now.
if ((Ptr) kUnresolvedCFragSymbolAddress == (Ptr) glBegin
|| (Ptr) kUnresolvedCFragSymbolAddress == (Ptr) aglChoosePixelFormat)
{
ReportError ("OpenGL not installed");
return NULL;
}
if (!InitDSp())
return(NULL);
#if !defined(TORQUE_DEBUG)
// set up a dummy default agl context
// this will be replaced later with the window's context, but
// since we use aglMacro.h in release builds, we need agl_ctx to be valid at any time.
InitDummyAgl();
#endif
// go find all the screen devices, in device order.
GDHandle hDevice;
gNumDevices = 0;
// always at least one screen device...
hDevice = DMGetFirstScreenDevice (true); // check number of screens
gDeviceList[gNumDevices++] = hDevice;
while(hDevice = DMGetNextScreenDevice (hDevice, true))
gDeviceList[gNumDevices++] = hDevice;
// set our preferred device
// default is the main device (which should be the one at [0,0]).
GDHandle currDev = GetMainDevice();
int devicenum = Con::getIntVariable("$pref::Video::monitorNum", 0);
if (devicenum)
{ // then find the right device.
if (devicenum>gNumDevices || devicenum<1)
{
// well, then give them default device
devicenum = 0;
Con::setIntVariable("$pref::Video::monitorNum", devicenum);
}
else
currDev = gDeviceList[devicenum-1];
}
platState.hDisplay = currDev;
#pragma message("todo: ::create() full gl acceleration/availability test")
if ( result )
{
OpenGLDevice* newOGLDevice = new OpenGLDevice();
if ( newOGLDevice )
{
newOGLDevice->mFullScreenOnly = fullScreenOnly;
return (DisplayDevice*) newOGLDevice;
}
else
return NULL;
}
else
return NULL;
}
#if defined(TORQUE_DEBUG)
static U32 getIndex(GLenum type, const void *indices, U32 i)
{
if(type == GL_UNSIGNED_BYTE)
return ((U8 *) indices)[i];
else if(type == GL_UNSIGNED_SHORT)
return ((U16 *) indices)[i];
else
return ((U32 *) indices)[i];
}
void glOutlineDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
if(mode == GL_POLYGON)
mode = GL_LINE_LOOP;
if(mode == GL_POINTS || mode == GL_LINE_STRIP || mode == GL_LINE_LOOP || mode == GL_LINES)
glDrawElements( mode, count, type, indices );
else
{
glBegin(GL_LINES);
if(mode == GL_TRIANGLE_STRIP)
{
U32 i;
for(i = 0; i < count - 1; i++)
{
glArrayElement(getIndex(type, indices, i));
glArrayElement(getIndex(type, indices, i + 1));
if(i + 2 != count)
{
glArrayElement(getIndex(type, indices, i));
glArrayElement(getIndex(type, indices, i + 2));
}
}
}
else if(mode == GL_TRIANGLE_FAN)
{
for(U32 i = 1; i < count; i ++)
{
glArrayElement(getIndex(type, indices, 0));
glArrayElement(getIndex(type, indices, i));
if(i != count - 1)
{
glArrayElement(getIndex(type, indices, i));
glArrayElement(getIndex(type, indices, i + 1));
}
}
}
else if(mode == GL_TRIANGLES)
{
for(U32 i = 3; i <= count; i += 3)
{
glArrayElement(getIndex(type, indices, i - 3));
glArrayElement(getIndex(type, indices, i - 2));
glArrayElement(getIndex(type, indices, i - 2));
glArrayElement(getIndex(type, indices, i - 1));
glArrayElement(getIndex(type, indices, i - 3));
glArrayElement(getIndex(type, indices, i - 1));
}
}
else if(mode == GL_QUADS)
{
for(U32 i = 4; i <= count; i += 4)
{
glArrayElement(getIndex(type, indices, i - 4));
glArrayElement(getIndex(type, indices, i - 3));
glArrayElement(getIndex(type, indices, i - 3));
glArrayElement(getIndex(type, indices, i - 2));
glArrayElement(getIndex(type, indices, i - 2));
glArrayElement(getIndex(type, indices, i - 1));
glArrayElement(getIndex(type, indices, i - 4));
glArrayElement(getIndex(type, indices, i - 1));
}
}
else if(mode == GL_QUAD_STRIP)
{
if(count < 4)
return;
glArrayElement(getIndex(type, indices, 0));
glArrayElement(getIndex(type, indices, 1));
for(U32 i = 4; i <= count; i += 2)
{
glArrayElement(getIndex(type, indices, i - 4));
glArrayElement(getIndex(type, indices, i - 2));
glArrayElement(getIndex(type, indices, i - 3));
glArrayElement(getIndex(type, indices, i - 1));
glArrayElement(getIndex(type, indices, i - 2));
glArrayElement(getIndex(type, indices, i - 1));
}
}
glEnd();
}
}
void glOutlineDrawArrays(GLenum mode, GLint first, GLsizei count)
{
if(mode == GL_POLYGON)
mode = GL_LINE_LOOP;
if(mode == GL_POINTS || mode == GL_LINE_STRIP || mode == GL_LINE_LOOP || mode == GL_LINES)
glDrawArrays( mode, first, count );
else
{
glBegin(GL_LINES);
if(mode == GL_TRIANGLE_STRIP)
{
U32 i;
for(i = 0; i < count - 1; i++)
{
glArrayElement(first + i);
glArrayElement(first + i + 1);
if(i + 2 != count)
{
glArrayElement(first + i);
glArrayElement(first + i + 2);
}
}
}
else if(mode == GL_TRIANGLE_FAN)
{
for(U32 i = 1; i < count; i ++)
{
glArrayElement(first);
glArrayElement(first + i);
if(i != count - 1)
{
glArrayElement(first + i);
glArrayElement(first + i + 1);
}
}
}
else if(mode == GL_TRIANGLES)
{
for(U32 i = 3; i <= count; i += 3)
{
glArrayElement(first + i - 3);
glArrayElement(first + i - 2);
glArrayElement(first + i - 2);
glArrayElement(first + i - 1);
glArrayElement(first + i - 3);
glArrayElement(first + i - 1);
}
}
else if(mode == GL_QUADS)
{
for(U32 i = 4; i <= count; i += 4)
{
glArrayElement(first + i - 4);
glArrayElement(first + i - 3);
glArrayElement(first + i - 3);
glArrayElement(first + i - 2);
glArrayElement(first + i - 2);
glArrayElement(first + i - 1);
glArrayElement(first + i - 4);
glArrayElement(first + i - 1);
}
}
else if(mode == GL_QUAD_STRIP)
{
if(count < 4)
return;
glArrayElement(first + 0);
glArrayElement(first + 1);
for(U32 i = 4; i <= count; i += 2)
{
glArrayElement(first + i - 4);
glArrayElement(first + i - 2);
glArrayElement(first + i - 3);
glArrayElement(first + i - 1);
glArrayElement(first + i - 2);
glArrayElement(first + i - 1);
}
}
glEnd();
}
}
ConsoleFunction(GLEnableOutline,void,2,2,"GLEnableOutline( true | false ) - sets whether to render wireframe")
{
gOutlineEnabled = dAtob(argv[1]);
if(gOutlineEnabled)
{
glDrawElementsProcPtr = glOutlineDrawElements;
glDrawArraysProcPtr = glOutlineDrawArrays;
Con::printf("swapped to outline mode funcs");
} else {
glDrawElementsProcPtr = glDrawElements;
glDrawArraysProcPtr = glDrawArrays;
Con::printf("swapped to normal funcs");
}
}
#endif