/* Note: usage of AvailabilityMacros.h to detect whether we're building on OS X 10.3 does not work because the header #defines MAC_OS_X_VERSION_10_4 even though the machine is a 10.3 machine #include <AvailabilityMacros.h> #ifndef MAC_OS_X_VERSION_10_3 #error building JOGL requires Mac OS X 10.3 or greater #endif #ifndef MAC_OS_X_VERSION_10_4 #define NSOpenGLPFAColorFloat kCGLPFAColorFloat #define kCGLNoError 0 #endif */ #import <Cocoa/Cocoa.h> #import <OpenGL/gl.h> #import <OpenGL/CGLTypes.h> #import <jni.h> #import "ContextUpdater.h" #import "macosx-window-system.h" // see MacOSXPbufferGLContext.java createPbuffer #define USE_GL_TEXTURE_RECTANGLE_EXT #ifdef USE_GL_TEXTURE_RECTANGLE_EXT #ifndef GL_TEXTURE_RECTANGLE_EXT #define GL_TEXTURE_RECTANGLE_EXT 0x84F5 #endif #endif // Workarounds for compiling on 10.3 #ifndef kCGLRGBA16161616Bit #define kCGLRGBA16161616Bit 0x00800000 /* 64 argb bit/pixel, R=63:48, G=47:32, B=31:16, A=15:0 */ #define kCGLRGBFloat64Bit 0x01000000 /* 64 rgb bit/pixel, half float */ #define kCGLRGBAFloat64Bit 0x02000000 /* 64 argb bit/pixel, half float */ #define kCGLRGBFloat128Bit 0x04000000 /* 128 rgb bit/pixel, ieee float */ #define kCGLRGBAFloat128Bit 0x08000000 /* 128 argb bit/pixel, ieee float */ #define kCGLRGBFloat256Bit 0x10000000 /* 256 rgb bit/pixel, ieee double */ #define kCGLRGBAFloat256Bit 0x20000000 /* 256 argb bit/pixel, ieee double */ #endif struct _RendererInfo { long id; // kCGLRPRendererID long displayMask; // kCGLRPDisplayMask long accelerated; // kCGLRPAccelerated long window; // kCGLRPWindow long fullscreen; // kCGLRPFullScreen long multiscreen; // kCGLRPMultiScreen long offscreen; // kCGLRPOffScreen long floatPixels; // see kCGLRPColorModes long stereo; // kCGLRPBufferModes long auxBuffers; // kCGLRPMaxAuxBuffers long sampleBuffers; // kCGLRPMaxSampleBuffers long samples; // kCGLRPMaxSamples long samplesModes; // kCGLRPSampleModes long multiSample; // see kCGLRPSampleModes long superSample; // see kCGLRPSampleModes long alphaSample; // kCGLRPSampleAlpha long colorModes; // kCGLRPColorModes long colorRGBSizeMAX; long colorASizeMAX; long colorFloatRGBSizeMAX; long colorFloatASizeMAX; long colorFloatRGBSizeMIN; long colorFloatASizeMIN; long colorModesCount; long colorFloatModesCount; long depthModes; // kCGLRPDepthModes long depthSizeMAX; long depthModesCount; long stencilModes; // kCGLRPStencilModes long stencilSizeMAX; long stencilModesCount; long accumModes; // kCGLRPAccumModes long accumRGBSizeMAX; long accumASizeMAX; long accumModesCount; } typedef RendererInfo; RendererInfo *gRenderers = NULL; long gRenderersCount = 0; long depthModes[] = { kCGL0Bit, kCGL1Bit, kCGL2Bit, kCGL3Bit, kCGL4Bit, kCGL5Bit, kCGL6Bit, kCGL8Bit, kCGL10Bit, kCGL12Bit, kCGL16Bit, kCGL24Bit, kCGL32Bit, kCGL48Bit, kCGL64Bit, kCGL96Bit, kCGL128Bit, 0 }; long depthModesBits[] = {0, 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 24, 32, 48, 64, 96, 128}; long colorModes[] = { kCGLRGB444Bit, kCGLARGB4444Bit, kCGLRGB444A8Bit, kCGLRGB555Bit, kCGLARGB1555Bit, kCGLRGB555A8Bit, kCGLRGB565Bit, kCGLRGB565A8Bit, kCGLRGB888Bit, kCGLARGB8888Bit, kCGLRGB888A8Bit, kCGLRGB101010Bit, kCGLARGB2101010Bit, kCGLRGB101010_A8Bit, kCGLRGB121212Bit, kCGLARGB12121212Bit, kCGLRGB161616Bit, kCGLRGBA16161616Bit, kCGLRGBFloat64Bit, kCGLRGBAFloat64Bit, kCGLRGBFloat128Bit, kCGLRGBAFloat128Bit, kCGLRGBFloat256Bit, kCGLRGBAFloat256Bit, 0 }; long colorModesBitsRGB[] = {4, 4, 4, 5, 5, 5, 5, 5, 8, 8, 8, 10, 10, 10, 12, 12, 16, 16, 16, 16, 32, 32, 64, 64}; long colorModesBitsA[] = {0, 4, 8, 0, 1, 8, 0, 8, 0, 8, 8, 0, 2, 8, 0, 12, 0, 16, 0, 16, 0, 32, 0, 64}; void getRendererInfo() { if (gRenderersCount == 0) { CGLRendererInfoObj info; CGLError err = CGLQueryRendererInfo(CGDisplayIDToOpenGLDisplayMask(kCGDirectMainDisplay), &info, &gRenderersCount); if (err == 0 /* kCGLNoError */) { // how many renderers are available? CGLDescribeRenderer(info, 0, kCGLRPRendererCount, &gRenderersCount); // allocate our global renderers info gRenderers = (RendererInfo*)malloc(gRenderersCount*sizeof(RendererInfo)); memset(gRenderers, 0x00, gRenderersCount*sizeof(RendererInfo)); // iterate through the renderers checking for their features long j; for (j=0; j<gRenderersCount; j++) { RendererInfo *renderer = &gRenderers[j]; int i; CGLDescribeRenderer(info, j, kCGLRPRendererID, &(renderer->id)); CGLDescribeRenderer(info, j, kCGLRPDisplayMask, &(renderer->displayMask)); CGLDescribeRenderer(info, j, kCGLRPAccelerated, &(renderer->accelerated)); CGLDescribeRenderer(info, j, kCGLRPWindow, &(renderer->window)); CGLDescribeRenderer(info, j, kCGLRPFullScreen, &(renderer->fullscreen)); CGLDescribeRenderer(info, j, kCGLRPMultiScreen, &(renderer->multiscreen)); CGLDescribeRenderer(info, j, kCGLRPOffScreen, &(renderer->offscreen)); CGLDescribeRenderer(info, j, kCGLRPColorModes, &(renderer->floatPixels)); if ((renderer->floatPixels >= kCGLRGBFloat64Bit) != 0) { renderer->floatPixels = 1; } else { renderer->floatPixels = 0; } CGLDescribeRenderer(info, j, kCGLRPBufferModes, &(renderer->stereo)); if ((renderer->stereo & kCGLStereoscopicBit) != 0) { renderer->stereo = 1; } else { renderer->stereo = 0; } CGLDescribeRenderer(info, j, kCGLRPMaxAuxBuffers, &(renderer->auxBuffers)); CGLDescribeRenderer(info, j, kCGLRPMaxSampleBuffers, &(renderer->sampleBuffers)); CGLDescribeRenderer(info, j, kCGLRPMaxSamples, &(renderer->samples)); // The following queries are only legal on 10.4 // FIXME: should figure out a way to enable them dynamically #ifdef kCGLRPSampleModes CGLDescribeRenderer(info, j, kCGLRPSampleModes, &(renderer->samplesModes)); if ((renderer->samplesModes & kCGLSupersampleBit) != 0) { renderer->multiSample = 1; } if ((renderer->samplesModes & kCGLMultisampleBit) != 0) { renderer->superSample = 1; } CGLDescribeRenderer(info, j, kCGLRPSampleAlpha, &(renderer->alphaSample)); #endif CGLDescribeRenderer(info, j, kCGLRPColorModes, &(renderer->colorModes)); i=0; int floatPixelFormatInitialized = 0; while (colorModes[i] != 0) { if ((renderer->colorModes & colorModes[i]) != 0) { // non-float color model if (colorModes[i] < kCGLRGBFloat64Bit) { // look for max color and alpha values - prefer color models that have alpha if ((colorModesBitsRGB[i] >= renderer->colorRGBSizeMAX) && (colorModesBitsA[i] >= renderer->colorASizeMAX)) { renderer->colorRGBSizeMAX = colorModesBitsRGB[i]; renderer->colorASizeMAX = colorModesBitsA[i]; } renderer->colorModesCount++; } // float-color model if (colorModes[i] >= kCGLRGBFloat64Bit) { if (floatPixelFormatInitialized == 0) { floatPixelFormatInitialized = 1; renderer->colorFloatASizeMAX = colorModesBitsA[i]; renderer->colorFloatRGBSizeMAX = colorModesBitsRGB[i]; renderer->colorFloatASizeMIN = colorModesBitsA[i]; renderer->colorFloatRGBSizeMIN = colorModesBitsRGB[i]; } // look for max color and alpha values - prefer color models that have alpha if ((colorModesBitsRGB[i] >= renderer->colorFloatRGBSizeMAX) && (colorModesBitsA[i] >= renderer->colorFloatASizeMAX)) { renderer->colorFloatRGBSizeMAX = colorModesBitsRGB[i]; renderer->colorFloatASizeMAX = colorModesBitsA[i]; } // find min color if (colorModesBitsA[i] < renderer->colorFloatASizeMIN) { renderer->colorFloatASizeMIN = colorModesBitsA[i]; } // find min alpha color if (colorModesBitsA[i] < renderer->colorFloatRGBSizeMIN) { renderer->colorFloatRGBSizeMIN = colorModesBitsRGB[i]; } renderer->colorFloatModesCount++; } } i++; } CGLDescribeRenderer(info, j, kCGLRPDepthModes, &(renderer->depthModes)); i=0; while (depthModes[i] != 0) { if ((renderer->depthModes & depthModes[i]) != 0) { renderer->depthSizeMAX = depthModesBits[i]; renderer->depthModesCount++; } i++; } CGLDescribeRenderer(info, j, kCGLRPStencilModes, &(renderer->stencilModes)); i=0; while (depthModes[i] != 0) { if ((renderer->stencilModes & depthModes[i]) != 0) { renderer->stencilSizeMAX = depthModesBits[i]; renderer->stencilModesCount++; } i++; } CGLDescribeRenderer(info, j, kCGLRPAccumModes, &(renderer->accumModes)); i=0; while (colorModes[i] != 0) { if ((renderer->accumModes & colorModes[i]) != 0) { if ((colorModesBitsRGB[i] >= renderer->accumRGBSizeMAX) && (colorModesBitsA[i] >= renderer->accumASizeMAX)) { renderer->accumRGBSizeMAX = colorModesBitsRGB[i]; renderer->accumASizeMAX = colorModesBitsA[i]; } renderer->accumModesCount++; } i++; } } } CGLDestroyRendererInfo (info); } #if 0 fprintf(stderr, "gRenderersCount=%ld\n", gRenderersCount); int j; for (j=0; j<gRenderersCount; j++) { RendererInfo *renderer = &gRenderers[j]; fprintf(stderr, " id=%ld\n", renderer->id); fprintf(stderr, " displayMask=%ld\n", renderer->displayMask); fprintf(stderr, " accelerated=%ld\n", renderer->accelerated); fprintf(stderr, " window=%ld\n", renderer->window); fprintf(stderr, " fullscreen=%ld\n", renderer->fullscreen); fprintf(stderr, " multiscreen=%ld\n", renderer->multiscreen); fprintf(stderr, " offscreen=%ld\n", renderer->offscreen); fprintf(stderr, " floatPixels=%ld\n", renderer->floatPixels); fprintf(stderr, " stereo=%ld\n", renderer->stereo); fprintf(stderr, " auxBuffers=%ld\n", renderer->auxBuffers); fprintf(stderr, " sampleBuffers=%ld\n", renderer->sampleBuffers); fprintf(stderr, " samples=%ld\n", renderer->samples); fprintf(stderr, " samplesModes=%ld\n", renderer->samplesModes); fprintf(stderr, " multiSample=%ld\n", renderer->superSample); fprintf(stderr, " superSample=%ld\n", renderer->superSample); fprintf(stderr, " alphaSample=%ld\n", renderer->alphaSample); fprintf(stderr, " colorModes=%ld\n", renderer->colorModes); fprintf(stderr, " colorRGBSizeMAX=%ld\n", renderer->colorRGBSizeMAX); fprintf(stderr, " colorASizeMAX=%ld\n", renderer->colorASizeMAX); fprintf(stderr, " colorFloatRGBSizeMAX=%ld\n", renderer->colorFloatRGBSizeMAX); fprintf(stderr, " colorFloatASizeMAX=%ld\n", renderer->colorFloatASizeMAX); fprintf(stderr, " colorFloatRGBSizeMIN=%ld\n", renderer->colorFloatRGBSizeMIN); fprintf(stderr, " colorFloatASizeMIN=%ld\n", renderer->colorFloatASizeMIN); fprintf(stderr, " colorModesCount=%ld\n", renderer->colorModesCount); fprintf(stderr, " colorFloatModesCount=%ld\n", renderer->colorFloatModesCount); fprintf(stderr, " depthModes=%ld\n", renderer->depthModes); fprintf(stderr, " depthSizeMAX=%ld\n", renderer->depthSizeMAX); fprintf(stderr, " depthModesCount=%ld\n", renderer->depthModesCount); fprintf(stderr, " stencilModes=%ld\n", renderer->stencilModes); fprintf(stderr, " stencilSizeMAX=%ld\n", renderer->stencilSizeMAX); fprintf(stderr, " stencilModesCount=%ld\n", renderer->stencilModesCount); fprintf(stderr, " accumModes=%ld\n", renderer->accumModes); fprintf(stderr, " accumRGBSizeMAX=%ld\n", renderer->accumRGBSizeMAX); fprintf(stderr, " accumASizeMAX=%ld\n", renderer->accumASizeMAX); fprintf(stderr, " accumModesCount=%ld\n", renderer->accumModesCount); fprintf(stderr, "\n"); } #endif } long validateParameter(NSOpenGLPixelFormatAttribute attribute, long value) { int i; for (i=0; i<gRenderersCount; i++) { RendererInfo* renderer = &gRenderers[i]; if (renderer->accelerated != 0) { switch (attribute) { case NSOpenGLPFAStereo: return renderer->stereo; case NSOpenGLPFAStencilSize: return MIN(value, renderer->stencilSizeMAX); default: break; } } } return value; } void* createPixelFormat(int* iattrs, int niattrs, int* ivalues) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; getRendererInfo(); // http://developer.apple.com/documentation/Cocoa/Reference/ApplicationKit/ObjC_classic/Classes/NSOpenGLPixelFormat.html NSOpenGLPixelFormatAttribute attribs[256]; int idx = 0; int i; for (i = 0; i < niattrs && iattrs[i]>0; i++) { int attr = iattrs[i]; switch (attr) { case NSOpenGLPFAPixelBuffer: if (ivalues[i] != 0) { attribs[idx++] = NSOpenGLPFAPixelBuffer; } break; case kCGLPFAColorFloat: if (ivalues[i] != 0) { attribs[idx++] = kCGLPFAColorFloat; } break; case NSOpenGLPFADoubleBuffer: if (ivalues[i] != 0) { attribs[idx++] = NSOpenGLPFADoubleBuffer; } break; case NSOpenGLPFAStereo: if (ivalues[i] != 0 && (validateParameter(NSOpenGLPFAStereo, 0 /* dummy */) != 0)) { attribs[idx++] = NSOpenGLPFAStereo; } break; case NSOpenGLPFAColorSize: case NSOpenGLPFAAlphaSize: case NSOpenGLPFADepthSize: case NSOpenGLPFAAccumSize: case NSOpenGLPFASampleBuffers: case NSOpenGLPFASamples: attribs[idx++] = attr; attribs[idx++] = ivalues[i]; break; case NSOpenGLPFAStencilSize: attribs[idx++] = attr; attribs[idx++] = validateParameter(NSOpenGLPFAStencilSize, ivalues[i]); break; default: // Need better way to signal to caller return nil; } } // Zero-terminate attribs[idx++] = 0; NSOpenGLPixelFormat* fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs]; if (fmt == nil) { // should we fallback to defaults or not? fmt = [NSOpenGLView defaultPixelFormat]; } [pool release]; return fmt; } void queryPixelFormat(void* pixelFormat, int* iattrs, int niattrs, int* ivalues) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; NSOpenGLPixelFormat* fmt = (NSOpenGLPixelFormat*) pixelFormat; long tmp; // FIXME: think about how specifying this might affect the API int virtualScreen = 0; int i; for (i = 0; i < niattrs && iattrs[i]>0; i++) { [fmt getValues: &tmp forAttribute: (NSOpenGLPixelFormatAttribute) iattrs[i] forVirtualScreen: virtualScreen]; ivalues[i] = (int) tmp; } [pool release]; } void deletePixelFormat(void* pixelFormat) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; NSOpenGLPixelFormat* fmt = (NSOpenGLPixelFormat*) pixelFormat; [fmt release]; [pool release]; } void* createContext(void* shareContext, void* view, void* pixelFormat, int* viewNotReady) { getRendererInfo(); NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; NSView *nsView = NULL; NSObject *nsObj = (NSObject*) view; if( nsObj != NULL && [nsObj isKindOfClass:[NSView class]] ) { nsView = (NSView*)nsObj; } if (nsView != NULL) { Bool viewReady = true; if ([nsView lockFocusIfCanDraw] == NO) { viewReady = false; } else { NSRect frame = [nsView frame]; if ((frame.size.width == 0) || (frame.size.height == 0)) { [nsView unlockFocus]; viewReady = false; } } if (!viewReady) { if (viewNotReady != NULL) { *viewNotReady = 1; } // the view is not ready yet [pool release]; return NULL; } } NSOpenGLContext* nsContext = [[NSOpenGLContext alloc] initWithFormat: (NSOpenGLPixelFormat*) pixelFormat shareContext: (NSOpenGLContext*) shareContext]; if (nsContext != nil) { if (nsView != nil) { [nsContext setView:nsView]; [nsView unlockFocus]; } } [pool release]; return nsContext; } void * getCurrentContext() { NSOpenGLContext *nsContext = NULL; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; nsContext = [NSOpenGLContext currentContext]; [pool release]; return nsContext;; } void * getCGLContext(void* nsJContext) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; void * cglContext = NULL; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; cglContext = [nsContext CGLContextObj]; [pool release]; return cglContext; } void * getNSView(void* nsJContext) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; void * view = NULL; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; view = [nsContext view]; [pool release]; return view; } Bool makeCurrentContext(void* nsJContext) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [nsContext makeCurrentContext]; [pool release]; return true; } Bool clearCurrentContext(void* nsJContext) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; NSOpenGLContext *currentNSContext = [NSOpenGLContext currentContext]; if( currentNSContext != nsContext ) { [nsContext makeCurrentContext]; } [NSOpenGLContext clearCurrentContext]; [pool release]; return true; } Bool deleteContext(void* nsJContext) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [nsContext clearDrawable]; [nsContext release]; [pool release]; return true; } Bool flushBuffer(void* nsJContext) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [nsContext flushBuffer]; [pool release]; return true; } void setContextOpacity(void* nsJContext, int opacity) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; [nsContext setValues:&opacity forParameter:NSOpenGLCPSurfaceOpacity]; } void updateContext(void* nsJContext) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [nsContext update]; [pool release]; } void copyContext(void* destContext, void* srcContext, int mask) { NSOpenGLContext *src = (NSOpenGLContext*) srcContext; NSOpenGLContext *dst = (NSOpenGLContext*) destContext; [dst copyAttributesFromContext: src withMask: mask]; } void* updateContextRegister(void* nsJContext, void* view) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; NSView *nsView = (NSView*)view; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; ContextUpdater *contextUpdater = [[ContextUpdater alloc] init]; [contextUpdater registerFor:nsContext with:nsView]; [pool release]; return NULL; } void updateContextUnregister(void* updater) { ContextUpdater *contextUpdater = (ContextUpdater *)updater; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [contextUpdater release]; [pool release]; } void* createPBuffer(int renderTarget, int internalFormat, int width, int height) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; NSOpenGLPixelBuffer* pBuffer = [[NSOpenGLPixelBuffer alloc] initWithTextureTarget:renderTarget textureInternalFormat:internalFormat textureMaxMipMapLevel:0 pixelsWide:width pixelsHigh:height]; [pool release]; return pBuffer; } Bool destroyPBuffer(void* buffer) { /* FIXME: not clear whether we need to perform the clearDrawable below */ NSOpenGLPixelBuffer *pBuffer = (NSOpenGLPixelBuffer*)buffer; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; /* if (nsContext != NULL) { [nsContext clearDrawable]; } */ [pBuffer release]; [pool release]; return true; } void setContextPBuffer(void* nsJContext, void* buffer) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; NSOpenGLPixelBuffer *pBuffer = (NSOpenGLPixelBuffer*)buffer; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [nsContext setPixelBuffer: pBuffer cubeMapFace: 0 mipMapLevel: 0 currentVirtualScreen: [nsContext currentVirtualScreen]]; [pool release]; } void setContextTextureImageToPBuffer(void* nsJContext, void* buffer, int colorBuffer) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; NSOpenGLPixelBuffer *pBuffer = (NSOpenGLPixelBuffer*)buffer; NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [nsContext setTextureImageToPixelBuffer: pBuffer colorBuffer: (unsigned long) colorBuffer]; [pool release]; } #include <mach-o/dyld.h> Bool imagesInitialized = false; static char libGLStr[] = "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib"; static char libGLUStr[] = "/System/Library/Frameworks/OpenGL.framework/Libraries/libGLU.dylib"; static const struct mach_header *libGLImage; static const struct mach_header *libGLUImage; void* getProcAddress(const char *procname) { if (imagesInitialized == false) { imagesInitialized = true; unsigned long options = NSADDIMAGE_OPTION_RETURN_ON_ERROR; libGLImage = NSAddImage(libGLStr, options); libGLUImage = NSAddImage(libGLUStr, options); } unsigned long options = NSLOOKUPSYMBOLINIMAGE_OPTION_BIND | NSLOOKUPSYMBOLINIMAGE_OPTION_RETURN_ON_ERROR; char underscoreName[512] = "_"; strcat(underscoreName, procname); if (NSIsSymbolNameDefinedInImage(libGLImage, underscoreName) == YES) { NSSymbol sym = NSLookupSymbolInImage(libGLImage, underscoreName, options); return NSAddressOfSymbol(sym); } if (NSIsSymbolNameDefinedInImage(libGLUImage, underscoreName) == YES) { NSSymbol sym = NSLookupSymbolInImage(libGLUImage, underscoreName, options); return NSAddressOfSymbol(sym); } if (NSIsSymbolNameDefinedWithHint(underscoreName, "GL")) { NSSymbol sym = NSLookupAndBindSymbol(underscoreName); return NSAddressOfSymbol(sym); } return NULL; } void setSwapInterval(void* nsJContext, int interval) { NSOpenGLContext *nsContext = (NSOpenGLContext*)nsJContext; long swapInterval = interval; [nsContext setValues: &swapInterval forParameter: NSOpenGLCPSwapInterval]; } Bool setGammaRamp(int tableSize, float* redRamp, float* greenRamp, float* blueRamp) { CGDisplayErr err = CGSetDisplayTransferByTable(kCGDirectMainDisplay, tableSize, redRamp, greenRamp, blueRamp); return (err == CGDisplayNoErr); } void resetGammaRamp() { CGDisplayRestoreColorSyncSettings(); }