// The contents of this file are subject to the Mozilla Public License // Version 1.0 (the "License"); you may not use this file except in // compliance with the License. You may obtain a copy of the License at // http://www.mozilla.org/MPL/ // // Software distributed under the License is distributed on an "AS IS" // basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the // License for the specific language governing rights and limitations // under the License. // // The Original Code is the Berkeley Open Infrastructure for Network Computing. // // The Initial Developer of the Original Code is the SETI@home project. // Portions created by the SETI@home project are Copyright (C) 2002 // University of California at Berkeley. All Rights Reserved. // // Contributor(s): // /* Contains: Functions to enable build and destory a GL fullscreen context Written by: Geoff Stahl (ggs) Copyright: Copyright © 1999 Apple Computer, Inc., All Rights Reserved Change History (most recent first): <2> 3/26/01 ggs Add DSp version check and other items for full screen on X <1> 1/19/01 ggs Initial re-add <7> 3/21/00 ggs Added windowed mode and clean up various implementation details <6> 1/26/00 ggs Add fade code back in, ensure NULL pointer/context/drawable checks are in, add Preflight <5> 1/24/00 ggs Added get device num and get gdhandle from point routines, add support for compiling from C++ <4> 12/18/99 ggs Fix headers <3> 11/28/99 ggs Split out DSp and error handling. Added texture memory considerations, assume VRAM is required if other than zero <3> 11/12/99 ggs add pixel format and freq return <2> 11/12/99 ggs 1.0 Interface complete <1> 11/11/99 ggs Initial Add Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in consideration of your agreement to the following terms, and your use, installation, modification or redistribution of this Apple software constitutes acceptance of these terms. If you do not agree with these terms, please do not use, install, modify or redistribute this Apple software. 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Adapted to BOINC by Eric Heien */ // include control -------------------------------------------------- #ifndef SetupGL_h #define SetupGL_h // includes --------------------------------------------------------- #ifdef __APPLE_CC__ #include #include #else #include #include #include #endif #ifdef __cplusplus extern "C" { #endif // structures (public) ----------------------------------------------- // structure for creating a fullscreen context struct structGLInfo // storage for setup info { SInt16 width; // input: width of drawable (screen width in full screen mode), return: actual width allocated SInt16 height; // input: height of drawable (screen height in full screen mode), return: actual height allocated Boolean fSizeMust; // input: dspContext must be requested display size (ignored in window mode) // if fSizeMust display size will not be stepped down to try to find a match, // if display is stepped down aspect ratio will be maintained for returned size UInt32 pixelDepth; // input: requested pixel depth Boolean fDepthMust; // input: pixel depth must be set (if false then current depth will be used if able) Boolean fFullscreen; // input: use DSp to get fullscreen? (or find full screen renderer) // if fFullscreen, will search for full screen renderers first then use DSp for others // unless a device is specified, in which case we will try there first Boolean fAcceleratedMust; // input: must renderer be accelerated? GLint aglAttributes[64]; // input: pixel format attributes always required (reset to what was actually allocated) SInt32 VRAM; // input: minimum VRAM; output: actual (if successful otherwise input) SInt32 textureRAM; // input: amount of texture RAM required on card; output: same (used in allcoation to ensure enough texture AGLPixelFormat fmt; // input: none; output pixel format... SInt32 freq; // input: frequency request for display; output: actual }; typedef struct structGLInfo structGLInfo; typedef struct structGLInfo * pstructGLInfo; // structure for creating a context from a window struct structGLWindowInfo // storage for setup info { Boolean fAcceleratedMust; // input: must renderer be accelerated? GLint aglAttributes[64]; // input: pixel format attributes always required (reset to what was actually allocated) SInt32 VRAM; // input: minimum VRAM; output: actual (if successful otherwise input) SInt32 textureRAM; // input: amount of texture RAM required on card; output: same (used in allcoation to ensure enough texture AGLPixelFormat fmt; // input: none; output pixel format... Boolean fDraggable; // input: is window going to be dragable, // if so renderer check (accel, VRAM, textureRAM) will look at all renderers vice just the current one // if window is not dragable renderer check will either check the single device or short // circuit to software if window spans multiple devices // software renderer is consider to have unlimited VRAM, unlimited textureRAM and to not be accelerated }; typedef struct structGLWindowInfo structGLWindowInfo; typedef struct structGLWindowInfo * pstructGLWindowInfo; // public function declarations ------------------------------------- // Runtime check to see if we are running on Mac OS X // Inputs: None // Returns: 0 if < Mac OS X or version number of Mac OS X (10.0 for GM) UInt32 CheckMacOSX (void); // Checks for presense of OpenGL and DSp (if required) // Inputs: checkFullscreen: true if one wants to run fullscreen (which requires DrwSprocket currently) // Ouputs: true if OpenGL is installed (and DrawSprocket if checkFullscreen is true Boolean PreflightGL (Boolean checkFullscreen); // Takes device # and geometry request and tries to build best context and drawable // If requested device does not work, will start at first device and walk down devices // looking for first one that satisfies requirments // Devices are numbered in order that DMGetFirstScreenDevice/DMGetNextScreenDevice returns, // fullscreen devices are numbered after this, but they will be searched first if fFullscreen == true, // they will not be searched in the non-fullscreen case // Inputs: *pnumDevice: -1: main device, 0: any device, other #: attempt that device first, then any device // *pcontextInfo: request and requirements for cotext and drawable // Outputs: *paglDraw, *paglContext and *pdspContext as allocated // *pnumDevice to device number in list that was used // *pcontextInfo: allocated parameters // If fail to build context: paglDraw, paglContext and pdspContext will be NULL // If fatal error: will return error and paglDraw, paglContext and pdspContext will be NULL // Note: Errors can be generated internally when a specific device fails, this is normal and these // will not be returned is a subsequent device succeeds OSStatus BuildGL (AGLDrawable* paglDraw, AGLContext* paglContext, DSpContextReference* pdspContext, short* pnumDevice, pstructGLInfo pcontextInfo, AGLContext aglShareContext); // Destroys drawable and context // Ouputs: *paglDraw, *paglContext and *pdspContext should be 0 on exit OSStatus DestroyGL (AGLDrawable* paglDraw, AGLContext* paglContext, DSpContextReference* pdspContext, pstructGLInfo pcontextInfo); // same as above except that it takes a window as input and attempts to build requested conext on that OSStatus BuildGLFromWindow (WindowPtr pWindow, AGLContext* paglContext, pstructGLWindowInfo pcontextInfo, AGLContext aglShareContext); // same as above but destorys a context that was associated with an existing window, window is left intacted OSStatus DestroyGLFromWindow (AGLContext* paglContext, pstructGLWindowInfo pcontextInfo); // Special suspend function to ensure the the GL window is hidden OSStatus SuspendFullScreenGL (AGLDrawable aglDraw, AGLContext aglContext); // Special resume function to ensure the the GL window is shown OSStatus ResumeFullScreenGL (AGLDrawable aglDraw, AGLContext aglContext); // Pauses gl to allow toolbox drawing OSStatus PauseGL (AGLContext aglContext); // resumes gl to allow gl drawing OSStatus ResumeGL (AGLContext aglContext); short FindGDHandleFromWindow (WindowPtr pWindow, GDHandle * phgdOnThisDevice); GLuint BuildFontGL (AGLContext ctx, GLint fontID, Style face, GLint size); void DeleteFontGL (GLuint fontList); // Error reporter, can be set to report however the application desires void ReportError (char * strError); // Error with numeric code reporter, can be set to report however the application desires void ReportErrorNum (char * strError, long numError); // Handle reporting of DSp errors, error code is passed through OSStatus DSpReportError (OSStatus error); // Handle reporting of agl errors, error code is passed through OSStatus aglReportError (void); // Handle reporting of OpenGL errors, error code is passed through OSStatus glReportError (void); void DoUpdate (AGLContext aglContext); GLvoid glPrint(const char *fmt, ...); int DrawGLScene(GLvoid); // Here's Where We Do All The Drawing #ifdef __cplusplus } #endif #endif // SetupGL_h