Пример #1
0
static int cgl_color_size(struct MPGLContext *ctx)
{
    struct cgl_context *p = ctx->priv;
    GLint value;
    CGLDescribePixelFormat(p->pix, 0, kCGLPFAColorSize, &value);
    return value > 16 ? 8 : 5;
}
Пример #2
0
static void DEBUG_PIXEL_FORMAT(CGLPixelFormatObj pix)
{
	const struct PixelFormatDesc p[] = {
   {kCGLPFAAllRenderers, "All renderers"},
   {kCGLPFADoubleBuffer, "Double buffer"},
   {kCGLPFAStereo, "Stereo"},
   {kCGLPFAAuxBuffers, "Aux Buffers"},
   {kCGLPFAColorSize, "Color Size"},
   {kCGLPFAAlphaSize, "Alpha Size"},
   {kCGLPFADepthSize, "Depth Size"},
   {kCGLPFAStencilSize, "Stencil Size"},
   {kCGLPFAAccumSize, "Accum Size"},
   {kCGLPFAMinimumPolicy, "Minimum Policy"},
   {kCGLPFAMaximumPolicy, "Maximum Policy"},
   {kCGLPFAOffScreen, "Off Screen"},
   {kCGLPFAFullScreen, "Full Screen"},
   {kCGLPFASampleBuffers, "Sample Buffers"},
   {kCGLPFASamples, "Samples"} ,
   {kCGLPFAAuxDepthStencil, "Depth Stencil"},
   {kCGLPFAColorFloat, "Color Float"},
   {kCGLPFAMultisample, "Multi Sample"},
   {kCGLPFASupersample, "Super Sample"},
   {kCGLPFASampleAlpha, "Sample Alpha"},
   {kCGLPFARendererID, "RendererID"},
   {kCGLPFASingleRenderer, "Single Renderer"},
   {kCGLPFANoRecovery, "No Recovery"},
   {kCGLPFAAccelerated, "Accelerated"},
   {kCGLPFAClosestPolicy, "Closest Policy"},
   {kCGLPFARobust, "Robust"},
   {kCGLPFABackingStore, "Backing Store"},
   {kCGLPFAMPSafe, "MPSafe"},
   {kCGLPFAWindow, "Window"},
   {kCGLPFAMultiScreen, "Multiscreen"},
   {kCGLPFACompliant, "Compliant"},
   {kCGLPFADisplayMask, "Display Mask"},
   {kCGLPFAPBuffer, "PBuffer"},
   {kCGLPFARemotePBuffer, "Remote PBuffer"},
   {kCGLPFAVirtualScreenCount, "Accum Size"},
   {(CGLPixelFormatAttribute)0,0}
   };
   int i = 0;
   while (p[i].value)
   {
		long value;
		CGLDescribePixelFormat(pix, 0, p[i].value, &value);
		if (p[i].value == kCGLPFARendererID)
		printf("... %s: 0x%08lx\n", p[i].text, value);
		else
		printf("... %s: %ld\n", p[i].text, value);
		i++;
	}
}
Пример #3
0
void CGLQueryPixelFormat(CGLPixelFormatObj fmt, int* iattrs, int niattrs, int* ivalues) {
    // FIXME: think about how specifying this might affect the API
    int virtualScreen = 0;

    int i;
    GLint value;
    for (i = 0; i < niattrs && iattrs[i]>0; i++) {
        CGLPixelFormatAttribute attr = (CGLPixelFormatAttribute) iattrs[i];
        if ( kCGLNoError == CGLDescribePixelFormat(fmt, virtualScreen, attr, &value) ) {
            ivalues[i] = value;
        } else {
            ivalues[i] = 0;
        }
    }
}
Пример #4
0
int  _glfwPlatformOpenWindow( int width,
                              int height,
                              int redbits,
                              int greenbits,
                              int bluebits,
                              int alphabits,
                              int depthbits,
                              int stencilbits,
                              int mode,
                              _GLFWhints* hints )
{
    OSStatus error;
    ProcessSerialNumber psn;

    unsigned int windowAttributes;

    // TO DO: Refactor this function!
    _glfwWin.WindowFunctions = ( _glfwWin.Fullscreen ?
                               &_glfwMacFSWindowFunctions :
                               &_glfwMacDWWindowFunctions );

    // Windowed or fullscreen; AGL or CGL? Quite the mess...
    // AGL appears to be the only choice for attaching OpenGL contexts to
    // Carbon windows, but it leaves the user no control over fullscreen
    // mode stretching. Solution: AGL for windowed, CGL for fullscreen.
    if( !_glfwWin.Fullscreen )
    {
        // create AGL pixel format attribute list
        GLint AGLpixelFormatAttributes[256];
        int numAGLAttrs = 0;

        AGLpixelFormatAttributes[numAGLAttrs++] = AGL_RGBA;
        AGLpixelFormatAttributes[numAGLAttrs++] = AGL_DOUBLEBUFFER;

        if( hints->Stereo )
        {
            AGLpixelFormatAttributes[numAGLAttrs++] = AGL_STEREO;
        }

        _setAGLAttribute( AGL_AUX_BUFFERS,      hints->AuxBuffers);
        _setAGLAttribute( AGL_RED_SIZE,         redbits );
        _setAGLAttribute( AGL_GREEN_SIZE,       greenbits );
        _setAGLAttribute( AGL_BLUE_SIZE,        bluebits );
        _setAGLAttribute( AGL_ALPHA_SIZE,       alphabits );
        _setAGLAttribute( AGL_DEPTH_SIZE,       depthbits );
        _setAGLAttribute( AGL_STENCIL_SIZE,     stencilbits );
        _setAGLAttribute( AGL_ACCUM_RED_SIZE,   hints->AccumRedBits );
        _setAGLAttribute( AGL_ACCUM_GREEN_SIZE, hints->AccumGreenBits );
        _setAGLAttribute( AGL_ACCUM_BLUE_SIZE,  hints->AccumBlueBits );
        _setAGLAttribute( AGL_ACCUM_ALPHA_SIZE, hints->AccumAlphaBits );

	if( hints->Samples > 1 )
	{
	    _setAGLAttribute( AGL_SAMPLE_BUFFERS_ARB, 1 );
	    _setAGLAttribute( AGL_SAMPLES_ARB, hints->Samples );
	    AGLpixelFormatAttributes[numAGLAttrs++] = AGL_NO_RECOVERY;
	}

        AGLpixelFormatAttributes[numAGLAttrs++] = AGL_NONE;

        // create pixel format descriptor
        AGLDevice mainMonitor = GetMainDevice();
        AGLPixelFormat pixelFormat = aglChoosePixelFormat( &mainMonitor,
                                                           1,
                                                           AGLpixelFormatAttributes );
        if( pixelFormat == NULL )
        {
            fprintf( stderr, "glfwOpenWindow failing because it can't create a pixel format\n" );
            return GL_FALSE;
        }

        // store pixel format's values for _glfwPlatformGetWindowParam's use
        _getAGLAttribute( AGL_ACCELERATED,      _glfwWin.Accelerated );
        _getAGLAttribute( AGL_RED_SIZE,         _glfwWin.RedBits );
        _getAGLAttribute( AGL_GREEN_SIZE,       _glfwWin.GreenBits );
        _getAGLAttribute( AGL_BLUE_SIZE,        _glfwWin.BlueBits );
        _getAGLAttribute( AGL_ALPHA_SIZE,       _glfwWin.AlphaBits );
        _getAGLAttribute( AGL_DEPTH_SIZE,       _glfwWin.DepthBits );
        _getAGLAttribute( AGL_STENCIL_SIZE,     _glfwWin.StencilBits );
        _getAGLAttribute( AGL_ACCUM_RED_SIZE,   _glfwWin.AccumRedBits );
        _getAGLAttribute( AGL_ACCUM_GREEN_SIZE, _glfwWin.AccumGreenBits );
        _getAGLAttribute( AGL_ACCUM_BLUE_SIZE,  _glfwWin.AccumBlueBits );
        _getAGLAttribute( AGL_ACCUM_ALPHA_SIZE, _glfwWin.AccumAlphaBits );
        _getAGLAttribute( AGL_AUX_BUFFERS,      _glfwWin.AuxBuffers );
        _getAGLAttribute( AGL_STEREO,           _glfwWin.Stereo );
        _getAGLAttribute( AGL_SAMPLES_ARB,      _glfwWin.Samples );
        _glfwWin.RefreshRate = hints->RefreshRate;

        // create AGL context
        _glfwWin.AGLContext = aglCreateContext( pixelFormat, NULL );

        aglDestroyPixelFormat( pixelFormat );

        if( _glfwWin.AGLContext == NULL )
        {
            fprintf( stderr, "glfwOpenWindow failing because it can't create an OpenGL context\n" );
            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        if (_glfwLibrary.Unbundled)
        {
            if( GetCurrentProcess( &psn ) != noErr )
            {
                fprintf( stderr, "glfwOpenWindow failing because it can't get its PSN\n" );
                _glfwPlatformCloseWindow();
                return GL_FALSE;
            }

    	    if( TransformProcessType( &psn, kProcessTransformToForegroundApplication ) != noErr )
            {
                fprintf( stderr, "glfwOpenWindow failing because it can't become a foreground application\n" );
                _glfwPlatformCloseWindow();
                return GL_FALSE;
            }
            
            /* Keith Bauer 2007-07-12 - I don't believe this is desirable
    	    if( SetFrontProcess( &psn ) != noErr )
            {
                fprintf( stderr, "glfwOpenWindow failing because it can't become the front process\n" );
                _glfwPlatformCloseWindow();
                return GL_FALSE;
            }
            */
        }
	    
        // create window
        Rect windowContentBounds;
        windowContentBounds.left = 0;
        windowContentBounds.top = 0;
        windowContentBounds.right = width;
        windowContentBounds.bottom = height;

        windowAttributes = ( kWindowCloseBoxAttribute        \
                           | kWindowCollapseBoxAttribute     \
                           | kWindowStandardHandlerAttribute );

        if( hints->WindowNoResize )
        {
            windowAttributes |= kWindowLiveResizeAttribute;
        }
        else
        {
            windowAttributes |= ( kWindowFullZoomAttribute | kWindowResizableAttribute );
        }

        error = CreateNewWindow( kDocumentWindowClass,
                                 windowAttributes,
                                 &windowContentBounds,
                                 &( _glfwWin.MacWindow ) );
        if( ( error != noErr ) || ( _glfwWin.MacWindow == NULL ) )
        {
            fprintf( stderr, "glfwOpenWindow failing because it can't create a window\n" );
            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        _glfwWin.WindowUPP = NewEventHandlerUPP( _glfwWindowEventHandler );

        error = InstallWindowEventHandler( _glfwWin.MacWindow,
                                           _glfwWin.WindowUPP,
                                           GetEventTypeCount( GLFW_WINDOW_EVENT_TYPES ),
                                           GLFW_WINDOW_EVENT_TYPES,
                                           NULL,
                                           NULL );
        if( error != noErr )
        {
            fprintf( stderr, "glfwOpenWindow failing because it can't install window event handlers\n" );
            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // Don't care if we fail here
        (void)SetWindowTitleWithCFString( _glfwWin.MacWindow, CFSTR( "GLFW Window" ) );
        (void)RepositionWindow( _glfwWin.MacWindow,
                                NULL,
                                kWindowCenterOnMainScreen );

        if( !aglSetDrawable( _glfwWin.AGLContext,
                             GetWindowPort( _glfwWin.MacWindow ) ) )
        {
            fprintf( stderr, "glfwOpenWindow failing because it can't draw to the window\n" );
            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // Make OpenGL context current
        if( !aglSetCurrentContext( _glfwWin.AGLContext ) )
        {
            fprintf( stderr, "glfwOpenWindow failing because it can't make the OpenGL context current\n" );
            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // show window
        ShowWindow( _glfwWin.MacWindow );

        return GL_TRUE;
    }
    else
    {
        CGDisplayErr cgErr;
        CGLError cglErr;

        CFDictionaryRef optimalMode;

        CGLPixelFormatObj CGLpfObj;
        long numCGLvs = 0;

        CGLPixelFormatAttribute CGLpixelFormatAttributes[64];
        int numCGLAttrs = 0;

        // variables for enumerating color depths
        GLint rgbColorDepth;
        GLint rgbaAccumDepth = 0;
        int rgbChannelDepth = 0;

        // CGL pixel format attributes
        _setCGLAttribute( kCGLPFADisplayMask,
                          CGDisplayIDToOpenGLDisplayMask( kCGDirectMainDisplay ) );

        if( hints->Stereo )
        {
            CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAStereo;
        }

	if( hints->Samples > 1 )
	{
	    _setCGLAttribute( kCGLPFASamples,       (CGLPixelFormatAttribute)hints->Samples );
	    _setCGLAttribute( kCGLPFASampleBuffers, (CGLPixelFormatAttribute)1 );
	    CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFANoRecovery;
	}

        CGLpixelFormatAttributes[ numCGLAttrs++ ]     = kCGLPFAFullScreen;
        CGLpixelFormatAttributes[ numCGLAttrs++ ]     = kCGLPFADoubleBuffer;
        CGLpixelFormatAttributes[ numCGLAttrs++ ]     = kCGLPFAAccelerated;
        CGLpixelFormatAttributes[ numCGLAttrs++ ]     = kCGLPFANoRecovery;
        CGLpixelFormatAttributes[ numCGLAttrs++ ]     = kCGLPFAMinimumPolicy;

        _setCGLAttribute( kCGLPFAAccumSize,
                          (CGLPixelFormatAttribute)( hints->AccumRedBits \
                                                   + hints->AccumGreenBits \
                                                   + hints->AccumBlueBits \
                                                   + hints->AccumAlphaBits ) );

        _setCGLAttribute( kCGLPFAAlphaSize,   (CGLPixelFormatAttribute)alphabits );
        _setCGLAttribute( kCGLPFADepthSize,   (CGLPixelFormatAttribute)depthbits );
        _setCGLAttribute( kCGLPFAStencilSize, (CGLPixelFormatAttribute)stencilbits );
        _setCGLAttribute( kCGLPFAAuxBuffers,  (CGLPixelFormatAttribute)hints->AuxBuffers );

        CGLpixelFormatAttributes[ numCGLAttrs++ ]     = (CGLPixelFormatAttribute)NULL;

        // create a suitable pixel format with above attributes..
        cglErr = CGLChoosePixelFormat( CGLpixelFormatAttributes,
                                       &CGLpfObj,
                                       &numCGLvs );
        if( cglErr != kCGLNoError )
	{
	    return GL_FALSE;
	}

        // ..and create a rendering context using that pixel format
        cglErr = CGLCreateContext( CGLpfObj, NULL, &_glfwWin.CGLContext );
        if( cglErr != kCGLNoError )
	{
	    return GL_FALSE;
	}

        // enumerate depth of RGB channels - unlike AGL, CGL works with
        // a single parameter reflecting the full depth of the frame buffer
        (void)CGLDescribePixelFormat( CGLpfObj, 0, kCGLPFAColorSize, &rgbColorDepth );
        if( rgbColorDepth == 24 || rgbColorDepth == 32 )
	{
	    rgbChannelDepth = 8;
	}
        if( rgbColorDepth == 16 )
	{
	    rgbChannelDepth = 5;
	}

        // get pixel depth of accumulator - I haven't got the slightest idea
        // how this number conforms to any other channel depth than 8 bits,
        // so this might end up giving completely knackered results...
        (void)CGLDescribePixelFormat( CGLpfObj, 0, kCGLPFAAccumSize, &rgbaAccumDepth );
        if( rgbaAccumDepth == 32 )
	{
	    rgbaAccumDepth = 8;
	}

        // store values of pixel format for _glfwPlatformGetWindowParam's use
        _getCGLAttribute( kCGLPFAAccelerated, _glfwWin.Accelerated );
        _getCGLAttribute( rgbChannelDepth,    _glfwWin.RedBits );
        _getCGLAttribute( rgbChannelDepth,    _glfwWin.GreenBits );
        _getCGLAttribute( rgbChannelDepth,    _glfwWin.BlueBits );
        _getCGLAttribute( kCGLPFAAlphaSize,   _glfwWin.AlphaBits );
        _getCGLAttribute( kCGLPFADepthSize,   _glfwWin.DepthBits );
        _getCGLAttribute( kCGLPFAStencilSize, _glfwWin.StencilBits );
        _getCGLAttribute( rgbaAccumDepth,     _glfwWin.AccumRedBits );
        _getCGLAttribute( rgbaAccumDepth,     _glfwWin.AccumGreenBits );
        _getCGLAttribute( rgbaAccumDepth,     _glfwWin.AccumBlueBits );
        _getCGLAttribute( rgbaAccumDepth,     _glfwWin.AccumAlphaBits );
        _getCGLAttribute( kCGLPFAAuxBuffers,  _glfwWin.AuxBuffers );
        _getCGLAttribute( kCGLPFAStereo,      _glfwWin.Stereo );
        _glfwWin.RefreshRate = hints->RefreshRate;

        // destroy our pixel format
        (void)CGLDestroyPixelFormat( CGLpfObj );

        // capture the display for our application
        cgErr = CGCaptureAllDisplays();
        if( cgErr != kCGErrorSuccess )
	{
	    return GL_FALSE;
	}

        // find closest matching NON-STRETCHED display mode..
        optimalMode = CGDisplayBestModeForParametersAndRefreshRateWithProperty( kCGDirectMainDisplay,
	                                                                            rgbColorDepth,
	                                                                            width,
	/* Check further to the right -> */                                         height,
	                                                                            hints->RefreshRate,
	                                                                            NULL,
	                                                                            NULL );
        if( optimalMode == NULL )
	{
	    return GL_FALSE;
	}

        // ..and switch to that mode
        cgErr = CGDisplaySwitchToMode( kCGDirectMainDisplay, optimalMode );
        if( cgErr != kCGErrorSuccess )
	{
	    return GL_FALSE;
	}

        // switch to our OpenGL context, and bring it up fullscreen
        cglErr = CGLSetCurrentContext( _glfwWin.CGLContext );
        if( cglErr != kCGLNoError )
	{
	    return GL_FALSE;
	}

        cglErr = CGLSetFullScreen( _glfwWin.CGLContext );
        if( cglErr != kCGLNoError )
	{
	    return GL_FALSE;
	}

        return GL_TRUE;
    }
}
Пример #5
0
int  _glfwPlatformOpenWindow( int width, int height,
                              const _GLFWwndconfig *wndconfig,
                              const _GLFWfbconfig *fbconfig )
{
    OSStatus error;
    unsigned int windowAttributes;
    ProcessSerialNumber psn;

    // TODO: Break up this function!

    _glfwWin.windowUPP      = NULL;
    _glfwWin.mouseUPP       = NULL;
    _glfwWin.keyboardUPP    = NULL;
    _glfwWin.commandUPP     = NULL;
    _glfwWin.window         = NULL;
    _glfwWin.aglContext     = NULL;
    _glfwWin.aglPixelFormat = NULL;
    _glfwWin.cglContext     = NULL;
    _glfwWin.cglPixelFormat = NULL;

    _glfwWin.refreshRate = wndconfig->refreshRate;

    // Fail if OpenGL 3.0 or above was requested
    if( wndconfig->glMajor > 2 )
    {
        fprintf( stderr, "OpenGL 3.0+ is not yet supported on Mac OS X\n" );

        _glfwPlatformCloseWindow();
        return GL_FALSE;
    }

    if( _glfwLibrary.Unbundled )
    {
        if( GetCurrentProcess( &psn ) != noErr )
        {
            fprintf( stderr, "Failed to get the process serial number\n" );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        if( TransformProcessType( &psn, kProcessTransformToForegroundApplication ) != noErr )
        {
            fprintf( stderr, "Failed to become a foreground application\n" );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        if( wndconfig->mode == GLFW_FULLSCREEN )
        {
            if( SetFrontProcess( &psn ) != noErr )
            {
                fprintf( stderr, "Failed to become the front process\n" );

                _glfwPlatformCloseWindow();
                return GL_FALSE;
            }
        }
    }

    if( !installEventHandlers() )
    {
        fprintf( stderr,
                 "Failed to install Carbon application event handlers\n" );

        _glfwPlatformTerminate();
        return GL_FALSE;
    }

    // Windowed or fullscreen; AGL or CGL? Quite the mess...
    // AGL appears to be the only choice for attaching OpenGL contexts to
    // Carbon windows, but it leaves the user no control over fullscreen
    // mode stretching. Solution: AGL for windowed, CGL for fullscreen.
    if( wndconfig->mode == GLFW_WINDOW )
    {
        // create AGL pixel format attribute list
        GLint AGLpixelFormatAttributes[256];
        int numAGLAttrs = 0;

        AGLpixelFormatAttributes[numAGLAttrs++] = AGL_RGBA;
        AGLpixelFormatAttributes[numAGLAttrs++] = AGL_DOUBLEBUFFER;
        AGLpixelFormatAttributes[numAGLAttrs++] = AGL_CLOSEST_POLICY;

        if( fbconfig->stereo )
        {
            AGLpixelFormatAttributes[numAGLAttrs++] = AGL_STEREO;
        }

        _setAGLAttribute( AGL_AUX_BUFFERS,      fbconfig->auxBuffers);
        _setAGLAttribute( AGL_RED_SIZE,         fbconfig->redBits );
        _setAGLAttribute( AGL_GREEN_SIZE,       fbconfig->greenBits );
        _setAGLAttribute( AGL_BLUE_SIZE,        fbconfig->blueBits );
        _setAGLAttribute( AGL_ALPHA_SIZE,       fbconfig->alphaBits );
        _setAGLAttribute( AGL_DEPTH_SIZE,       fbconfig->depthBits );
        _setAGLAttribute( AGL_STENCIL_SIZE,     fbconfig->stencilBits );
        _setAGLAttribute( AGL_ACCUM_RED_SIZE,   fbconfig->accumRedBits );
        _setAGLAttribute( AGL_ACCUM_GREEN_SIZE, fbconfig->accumGreenBits );
        _setAGLAttribute( AGL_ACCUM_BLUE_SIZE,  fbconfig->accumBlueBits );
        _setAGLAttribute( AGL_ACCUM_ALPHA_SIZE, fbconfig->accumAlphaBits );

        if( fbconfig->samples > 1 )
        {
            _setAGLAttribute( AGL_SAMPLE_BUFFERS_ARB, 1 );
            _setAGLAttribute( AGL_SAMPLES_ARB, fbconfig->samples );
            AGLpixelFormatAttributes[numAGLAttrs++] = AGL_NO_RECOVERY;
        }

        AGLpixelFormatAttributes[numAGLAttrs++] = AGL_NONE;

        // create pixel format descriptor
        AGLDevice mainMonitor = GetMainDevice();
        _glfwWin.aglPixelFormat = aglChoosePixelFormat( &mainMonitor,
                                                        1,
                                                        AGLpixelFormatAttributes );
        if( _glfwWin.aglPixelFormat == NULL )
        {
            fprintf( stderr,
                     "Failed to choose AGL pixel format: %s\n",
                     aglErrorString( aglGetError() ) );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // create AGL context
        _glfwWin.aglContext = aglCreateContext( _glfwWin.aglPixelFormat, NULL );

        if( _glfwWin.aglContext == NULL )
        {
            fprintf( stderr,
                     "Failed to create AGL context: %s\n",
                     aglErrorString( aglGetError() ) );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // create window
        Rect windowContentBounds;
        windowContentBounds.left = 0;
        windowContentBounds.top = 0;
        windowContentBounds.right = width;
        windowContentBounds.bottom = height;

        windowAttributes = ( kWindowCloseBoxAttribute |
                             kWindowCollapseBoxAttribute |
                             kWindowStandardHandlerAttribute );

        if( wndconfig->windowNoResize )
        {
            windowAttributes |= kWindowLiveResizeAttribute;
        }
        else
        {
            windowAttributes |= ( kWindowFullZoomAttribute |
                                  kWindowResizableAttribute );
        }

        error = CreateNewWindow( kDocumentWindowClass,
                                 windowAttributes,
                                 &windowContentBounds,
                                 &( _glfwWin.window ) );
        if( ( error != noErr ) || ( _glfwWin.window == NULL ) )
        {
            fprintf( stderr, "Failed to create Carbon window\n" );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        _glfwWin.windowUPP = NewEventHandlerUPP( windowEventHandler );

        error = InstallWindowEventHandler( _glfwWin.window,
                                           _glfwWin.windowUPP,
                                           GetEventTypeCount( GLFW_WINDOW_EVENT_TYPES ),
                                           GLFW_WINDOW_EVENT_TYPES,
                                           NULL,
                                           NULL );
        if( error != noErr )
        {
            fprintf( stderr, "Failed to install Carbon window event handler\n" );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // Don't care if we fail here
        (void)SetWindowTitleWithCFString( _glfwWin.window, CFSTR( "GLFW Window" ) );
        (void)RepositionWindow( _glfwWin.window,
                                NULL,
                                kWindowCenterOnMainScreen );

        if( !aglSetDrawable( _glfwWin.aglContext,
                             GetWindowPort( _glfwWin.window ) ) )
        {
            fprintf( stderr,
                     "Failed to set the AGL context as the Carbon window drawable: %s\n",
                     aglErrorString( aglGetError() ) );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // Make OpenGL context current
        if( !aglSetCurrentContext( _glfwWin.aglContext ) )
        {
            fprintf( stderr,
                     "Failed to make AGL context current: %s\n",
                     aglErrorString( aglGetError() ) );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        ShowWindow( _glfwWin.window );
    }
    else
    {
        CGDisplayErr cgErr;
        CGLError cglErr;

        CFDictionaryRef optimalMode;

        GLint numCGLvs = 0;

        CGLPixelFormatAttribute CGLpixelFormatAttributes[64];
        int numCGLAttrs = 0;

        // variables for enumerating color depths
        GLint rgbColorDepth;

        // CGL pixel format attributes
        _setCGLAttribute( kCGLPFADisplayMask,
                          CGDisplayIDToOpenGLDisplayMask( kCGDirectMainDisplay ) );

        if( fbconfig->stereo )
        {
            CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAStereo;
        }

        if( fbconfig->samples > 1 )
        {
            _setCGLAttribute( kCGLPFASamples,       (CGLPixelFormatAttribute)fbconfig->samples );
            _setCGLAttribute( kCGLPFASampleBuffers, (CGLPixelFormatAttribute)1 );
            CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFANoRecovery;
        }

        CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAFullScreen;
        CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFADoubleBuffer;
        CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAAccelerated;
        CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFANoRecovery;
        CGLpixelFormatAttributes[ numCGLAttrs++ ] = kCGLPFAMinimumPolicy;

        _setCGLAttribute( kCGLPFAAccumSize,
                          (CGLPixelFormatAttribute)( fbconfig->accumRedBits \
                                                   + fbconfig->accumGreenBits \
                                                   + fbconfig->accumBlueBits \
                                                   + fbconfig->accumAlphaBits ) );

        _setCGLAttribute( kCGLPFAAlphaSize,   (CGLPixelFormatAttribute)fbconfig->alphaBits );
        _setCGLAttribute( kCGLPFADepthSize,   (CGLPixelFormatAttribute)fbconfig->depthBits );
        _setCGLAttribute( kCGLPFAStencilSize, (CGLPixelFormatAttribute)fbconfig->stencilBits );
        _setCGLAttribute( kCGLPFAAuxBuffers,  (CGLPixelFormatAttribute)fbconfig->auxBuffers );

        CGLpixelFormatAttributes[ numCGLAttrs++ ] = (CGLPixelFormatAttribute)NULL;

        // create a suitable pixel format with above attributes..
        cglErr = CGLChoosePixelFormat( CGLpixelFormatAttributes,
                                       &_glfwWin.cglPixelFormat,
                                       &numCGLvs );
        if( cglErr != kCGLNoError )
        {
            fprintf( stderr,
                     "Failed to choose CGL pixel format: %s\n",
                     CGLErrorString( cglErr ) );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // ..and create a rendering context using that pixel format
        cglErr = CGLCreateContext( _glfwWin.cglPixelFormat, NULL, &_glfwWin.cglContext );
        if( cglErr != kCGLNoError )
        {
            fprintf( stderr,
                     "Failed to create CGL context: %s\n",
                     CGLErrorString( cglErr ) );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // enumerate depth of RGB channels - unlike AGL, CGL works with
        // a single parameter reflecting the full depth of the frame buffer
        (void)CGLDescribePixelFormat( _glfwWin.cglPixelFormat,
                                      0,
                                      kCGLPFAColorSize,
                                      &rgbColorDepth );

        // capture the display for our application
        cgErr = CGCaptureAllDisplays();
        if( cgErr != kCGErrorSuccess )
        {
            fprintf( stderr,
                     "Failed to capture Core Graphics displays\n");

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // find closest matching NON-STRETCHED display mode..
        optimalMode = CGDisplayBestModeForParametersAndRefreshRateWithProperty(
                            kCGDirectMainDisplay,
                            rgbColorDepth,
                            width,
                            height,
                            wndconfig->refreshRate,
                            NULL,
                            NULL );
        if( optimalMode == NULL )
        {
            fprintf( stderr,
                     "Failed to retrieve Core Graphics display mode\n");

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // ..and switch to that mode
        cgErr = CGDisplaySwitchToMode( kCGDirectMainDisplay, optimalMode );
        if( cgErr != kCGErrorSuccess )
        {
            fprintf( stderr,
                     "Failed to switch to Core Graphics display mode\n");

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        // switch to our OpenGL context, and bring it up fullscreen
        cglErr = CGLSetCurrentContext( _glfwWin.cglContext );
        if( cglErr != kCGLNoError )
        {
            fprintf( stderr,
                     "Failed to make CGL context current: %s\n",
                     CGLErrorString( cglErr ) );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }

        cglErr = CGLSetFullScreen( _glfwWin.cglContext );
        if( cglErr != kCGLNoError )
        {
            fprintf( stderr,
                     "Failed to set CGL fullscreen mode: %s\n",
                     CGLErrorString( cglErr ) );

            _glfwPlatformCloseWindow();
            return GL_FALSE;
        }
    }

    return GL_TRUE;
}
Пример #6
0
void _glfwPlatformRefreshWindowParams( void )
{
    GLint rgbColorDepth;
    GLint rgbaAccumDepth = 0;
    GLint rgbChannelDepth = 0;

    if( _glfwWin.fullscreen )
    {
        _getCGLAttribute( kCGLPFAAccelerated, _glfwWin.accelerated );
        _getCGLAttribute( kCGLPFAAlphaSize,   _glfwWin.alphaBits );
        _getCGLAttribute( kCGLPFADepthSize,   _glfwWin.depthBits );
        _getCGLAttribute( kCGLPFAStencilSize, _glfwWin.stencilBits );
        _getCGLAttribute( kCGLPFAAuxBuffers,  _glfwWin.auxBuffers );
        _getCGLAttribute( kCGLPFAStereo,      _glfwWin.stereo );
        _getCGLAttribute( kCGLPFASamples,     _glfwWin.samples );

        // Enumerate depth of RGB channels - unlike AGL, CGL works with
        // a single parameter reflecting the full depth of the frame buffer
        (void)CGLDescribePixelFormat( _glfwWin.cglPixelFormat,
                                      0,
                                      kCGLPFAColorSize,
                                      &rgbColorDepth );

        if( rgbColorDepth == 24 || rgbColorDepth == 32 )
        {
            rgbChannelDepth = 8;
        }
        if( rgbColorDepth == 16 )
        {
            rgbChannelDepth = 5;
        }

        _glfwWin.redBits   = rgbChannelDepth;
        _glfwWin.greenBits = rgbChannelDepth;
        _glfwWin.blueBits  = rgbChannelDepth;

        // Get pixel depth of accumulator - I haven't got the slightest idea
        // how this number conforms to any other channel depth than 8 bits,
        // so this might end up giving completely knackered results...
        _getCGLAttribute( kCGLPFAColorSize, rgbaAccumDepth );
        if( rgbaAccumDepth == 32 )
        {
            rgbaAccumDepth = 8;
        }

        _glfwWin.accumRedBits   = rgbaAccumDepth;
        _glfwWin.accumGreenBits = rgbaAccumDepth;
        _glfwWin.accumBlueBits  = rgbaAccumDepth;
        _glfwWin.accumAlphaBits = rgbaAccumDepth;
    }
    else
    {
        _getAGLAttribute( AGL_ACCELERATED,      _glfwWin.accelerated );
        _getAGLAttribute( AGL_RED_SIZE,         _glfwWin.redBits );
        _getAGLAttribute( AGL_GREEN_SIZE,       _glfwWin.greenBits );
        _getAGLAttribute( AGL_BLUE_SIZE,        _glfwWin.blueBits );
        _getAGLAttribute( AGL_ALPHA_SIZE,       _glfwWin.alphaBits );
        _getAGLAttribute( AGL_DEPTH_SIZE,       _glfwWin.depthBits );
        _getAGLAttribute( AGL_STENCIL_SIZE,     _glfwWin.stencilBits );
        _getAGLAttribute( AGL_ACCUM_RED_SIZE,   _glfwWin.accumRedBits );
        _getAGLAttribute( AGL_ACCUM_GREEN_SIZE, _glfwWin.accumGreenBits );
        _getAGLAttribute( AGL_ACCUM_BLUE_SIZE,  _glfwWin.accumBlueBits );
        _getAGLAttribute( AGL_ACCUM_ALPHA_SIZE, _glfwWin.accumAlphaBits );
        _getAGLAttribute( AGL_AUX_BUFFERS,      _glfwWin.auxBuffers );
        _getAGLAttribute( AGL_STEREO,           _glfwWin.stereo );
        _getAGLAttribute( AGL_SAMPLES_ARB,      _glfwWin.samples );
    }
}