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Re: raafal - a cross-platform 3d application framework proje

Posted: Mon Feb 27, 2017 4:42 pm
by Niffo
Hi grabiller,

I tried your code to initialize a 3.2+ OpenGL context on MacOS but i get an IMA error at line 86 in the following code. Do you have an idea what's happening ? (PB 5.51 x86)

Code: Select all

 EnableExplicit

 ; ** Attribute names For [NSOpenGLPixelFormat initWithAttributes]
 ; ** And [NSOpenGLPixelFormat getValues:forAttribute:forVirtualScreen].
 Enumeration ;{
    #NSOpenGLPFAAllRenderers       =   1 ;,   /* choose from all available renderers          */
    #NSOpenGLPFATripleBuffer       =   3 ;,   /* choose a triple buffered pixel format        */
    #NSOpenGLPFADoubleBuffer       =   5 ;,   /* choose a double buffered pixel format        */
    #NSOpenGLPFAAuxBuffers         =   7 ;,   /* number of aux buffers                        */
    #NSOpenGLPFAColorSize          =   8 ;,   /* number of color buffer bits                  */
    #NSOpenGLPFAAlphaSize          =  11 ;,   /* number of alpha component bits               */
    #NSOpenGLPFADepthSize          =  12 ;,   /* number of depth buffer bits                  */
    #NSOpenGLPFAStencilSize        =  13 ;,   /* number of stencil buffer bits                */
    #NSOpenGLPFAAccumSize          =  14 ;,   /* number of accum buffer bits                  */
    #NSOpenGLPFAMinimumPolicy      =  51 ;,   /* never choose smaller buffers than requested  */
    #NSOpenGLPFAMaximumPolicy      =  52 ;,   /* choose largest buffers of type requested     */
    #NSOpenGLPFASampleBuffers      =  55 ;,   /* number of multi sample buffers               */
    #NSOpenGLPFASamples            =  56 ;,   /* number of samples per multi sample buffer    */
    #NSOpenGLPFAAuxDepthStencil    =  57 ;,   /* each aux buffer has its own depth stencil    */
    #NSOpenGLPFAColorFloat         =  58 ;,   /* color buffers store floating point pixels    */
    #NSOpenGLPFAMultisample        =  59 ;,   /* choose multisampling                         */
    #NSOpenGLPFASupersample        =  60 ;,   /* choose supersampling                         */
    #NSOpenGLPFASampleAlpha        =  61 ;,   /* request alpha filtering                      */
    #NSOpenGLPFARendererID         =  70 ;,   /* request renderer by ID                       */
    #NSOpenGLPFANoRecovery         =  72 ;,   /* disable all failure recovery systems         */
    #NSOpenGLPFAAccelerated        =  73 ;,   /* choose a hardware accelerated renderer       */
    #NSOpenGLPFAClosestPolicy      =  74 ;,   /* choose the closest color buffer To request   */
    #NSOpenGLPFABackingStore       =  76 ;,   /* back buffer contents are valid after Swap    */
    #NSOpenGLPFAScreenMask         =  84 ;,   /* bit mask of supported physical screens       */
    #NSOpenGLPFAAllowOfflineRenderers = 96 ;, /* allow use of offline renderers               */
    #NSOpenGLPFAAcceleratedCompute =  97 ;,   /* choose a hardware accelerated compute device */
    #NSOpenGLPFAVirtualScreenCount = 128 ;,   /* number of virtual screens in this format     */
    #NSOpenGLPFAOpenGLProfile      =  99 ;,   /* specify an OpenGL Profile To use             */
 EndEnumeration ;}

 ;/* NSOpenGLPFAOpenGLProfile values */
 Enumeration ;{
    #NSOpenGLProfileVersionLegacy  = $1000 ;,   /* choose a Legacy/Pre-OpenGL 3.0 Implementation */
    #NSOpenGLProfileVersion3_2Core = $3200 ;,   /* choose an OpenGL 3.2 Core Implementation      */
    #NSOpenGLProfileVersion4_1Core = $4100 ;    /* choose an OpenGL 4.1 Core Implementation      */
 EndEnumeration ;}

 ; ...[ array9_t ]......................................................
 Structure array9_t
    v.l[9]
 EndStructure
 ; ...[ NSOpenGLPixelFormatAttribute ]...................................
 Macro NSOpenGLPixelFormatAttribute
    array9_t
 EndMacro
 ; ...[ NSOpenGLPixelFormat ]............................................
 Macro NSOpenGLPixelFormat
    i
 EndMacro
 ; ...[ NSOpenGLContext ]................................................
 Macro NSOpenGLContext
    i
 EndMacro

 OpenWindow(0, 10, 10, 640, 480, "OpenGL demo")
 OpenGLGadget(0, 10, 10, WindowWidth(0)-20 , WindowHeight(0)-20)

 ; ---[ Allocate Pixel Format Object ]---------------------------------
 Define pfo.NSOpenGLPixelFormat = CocoaMessage( 0, 0, "NSOpenGLPixelFormat alloc" )
 ; ---[ Set Pixel Format Attributes ]----------------------------------
 Define pfa.NSOpenGLPixelFormatAttribute
 With pfa
    \v[0] = #NSOpenGLPFAColorSize          : \v[1] = 24
    \v[2] = #NSOpenGLPFAAlphaSize          : \v[3] =  8
    \v[4] = #NSOpenGLPFAOpenGLProfile      : \v[5] = #NSOpenGLProfileVersion3_2Core ; will give 4.1 version (or more recent) if available
    \v[6] = #NSOpenGLPFADoubleBuffer
    \v[7] = #NSOpenGLPFAAcceleratedCompute ; I also want OpenCL available
    \v[8] = #Null
 EndWith
 ; ---[ Choose Pixel Format ]------------------------------------------
 CocoaMessage( 0, pfo, "initWithAttributes:", @pfa )
 ; ---[ Allocate OpenGL Context ]--------------------------------------
 Define ctx.NSOpenGLContext = CocoaMessage( 0, 0, "NSOpenGLContext alloc" )
 ; ---[ Create OpenGL Context ]----------------------------------------
 CocoaMessage( 0, ctx, "initWithFormat:", pfo, "shareContext:", #Null )
 ; ---[ Associate Context With OpenGLGadget NSView ]-------------------
 CocoaMessage( 0, ctx, "setView:", GadgetID(0) ) ; oglcanvas_gadget is your OpenGLGadget#
 ; ---[ Set Current Context ]------------------------------------------
 CocoaMessage( 0, ctx, "makeCurrentContext" )

 ; do your OpenGL drawing..

 ; ---[ Swap Buffers ]-------------------------------------------------
 ; CocoaMessage( 0, ctx, "flushBuffer" )

 Repeat : Until WaitWindowEvent() = #PB_Event_CloseWindow

Re: raafal - a cross-platform 3d application framework proje

Posted: Thu Mar 02, 2017 9:41 am
by Niffo
Ok, i have no more IMA if i remove the "#NSOpenGLPFAAcceleratedCompute" from the attributes array on my MacOS virtual machine (seems i have a non hardware accelerated environment).
But with or without #NSOpenGLPFAAcceleratedCompute on a real Mac, i only obtain a black window, no OpenGL graphics are displayed in example with the following code (you should see a white triangle). If you launch the same code on windows, it works.

Code: Select all

EnableExplicit

OpenWindow(0, 10, 10, 640, 480, "OpenGL demo")
OpenGLGadget(0, 10, 10, WindowWidth(0)-20 , WindowHeight(0)-20)
;ImageGadget(0, 10, 10, WindowWidth(0)-20 , WindowHeight(0)-20, 0)

CompilerIf #PB_Compiler_OS = #PB_OS_MacOS
   ; ** Attribute names For [NSOpenGLPixelFormat initWithAttributes]
   ; ** And [NSOpenGLPixelFormat getValues:forAttribute:forVirtualScreen].
   Enumeration ;{
      #NSOpenGLPFAAllRenderers       =   1 ;,	/* choose from all available renderers          */
      #NSOpenGLPFATripleBuffer       =   3 ;,	/* choose a triple buffered pixel format        */
      #NSOpenGLPFADoubleBuffer       =   5 ;,	/* choose a double buffered pixel format        */
      #NSOpenGLPFAAuxBuffers         =   7 ;,	/* number of aux buffers                        */
      #NSOpenGLPFAColorSize          =   8 ;,	/* number of color buffer bits                  */
      #NSOpenGLPFAAlphaSize          =  11 ;,	/* number of alpha component bits               */
      #NSOpenGLPFADepthSize          =  12 ;,	/* number of depth buffer bits                  */
      #NSOpenGLPFAStencilSize        =  13 ;,	/* number of stencil buffer bits                */
      #NSOpenGLPFAAccumSize          =  14 ;,	/* number of accum buffer bits                  */
      #NSOpenGLPFAMinimumPolicy      =  51 ;,	/* never choose smaller buffers than requested  */
      #NSOpenGLPFAMaximumPolicy      =  52 ;,	/* choose largest buffers of type requested     */
      #NSOpenGLPFASampleBuffers      =  55 ;,	/* number of multi sample buffers               */
      #NSOpenGLPFASamples            =  56 ;,	/* number of samples per multi sample buffer    */
      #NSOpenGLPFAAuxDepthStencil    =  57 ;,	/* each aux buffer has its own depth stencil    */
      #NSOpenGLPFAColorFloat         =  58 ;,	/* color buffers store floating point pixels    */
      #NSOpenGLPFAMultisample        =  59 ;,   /* choose multisampling                         */
      #NSOpenGLPFASupersample        =  60 ;,   /* choose supersampling                         */
      #NSOpenGLPFASampleAlpha        =  61 ;,   /* request alpha filtering                      */
      #NSOpenGLPFARendererID         =  70 ;,	/* request renderer by ID                       */
      #NSOpenGLPFANoRecovery         =  72 ;,	/* disable all failure recovery systems         */
      #NSOpenGLPFAAccelerated        =  73 ;,	/* choose a hardware accelerated renderer       */
      #NSOpenGLPFAClosestPolicy      =  74 ;,	/* choose the closest color buffer To request   */
      #NSOpenGLPFABackingStore       =  76 ;,	/* back buffer contents are valid after Swap    */
      #NSOpenGLPFAScreenMask         =  84 ;,	/* bit mask of supported physical screens       */
      #NSOpenGLPFAAllowOfflineRenderers = 96 ;, /* allow use of offline renderers               */
      #NSOpenGLPFAAcceleratedCompute =  97 ;,	/* choose a hardware accelerated compute device */
      #NSOpenGLPFAVirtualScreenCount = 128 ;,	/* number of virtual screens in this format     */
      #NSOpenGLPFAOpenGLProfile      =  99 ;,	/* specify an OpenGL Profile To use             */
   EndEnumeration ;}

   ;/* NSOpenGLPFAOpenGLProfile values */
   Enumeration ;{
   	#NSOpenGLProfileVersionLegacy  = $1000 ;,   /* choose a Legacy/Pre-OpenGL 3.0 Implementation */
   	#NSOpenGLProfileVersion3_2Core = $3200 ;,   /* choose an OpenGL 3.2 Core Implementation      */
      #NSOpenGLProfileVersion4_1Core = $4100 ;    /* choose an OpenGL 4.1 Core Implementation      */
   EndEnumeration ;}

   ; ...[ array9_t ]......................................................
   Structure array9_t
      v.l[9]
   EndStructure
   ; ...[ NSOpenGLPixelFormatAttribute ]...................................
   Macro NSOpenGLPixelFormatAttribute
      array9_t
   EndMacro
   ; ...[ NSOpenGLPixelFormat ]............................................
   Macro NSOpenGLPixelFormat
      i
   EndMacro
   ; ...[ NSOpenGLContext ]................................................
   Macro NSOpenGLContext
      i
   EndMacro

   ; ---[ Allocate Pixel Format Object ]---------------------------------
   Define pfo.NSOpenGLPixelFormat = CocoaMessage( 0, 0, "NSOpenGLPixelFormat alloc" )
   ; ---[ Set Pixel Format Attributes ]----------------------------------
   Define pfa.NSOpenGLPixelFormatAttribute
   With pfa
      \v[0] = #NSOpenGLPFAColorSize          : \v[1] = 24
      \v[2] = #NSOpenGLPFAAlphaSize          : \v[3] =  8
      \v[4] = #NSOpenGLPFAOpenGLProfile      : \v[5] = #NSOpenGLProfileVersion3_2Core ; will give 4.1 version (or more recent) if available
      \v[6] = #NSOpenGLPFADoubleBuffer
      ;\v[7] = #NSOpenGLPFAAcceleratedCompute ; I also want OpenCL available
      \v[7] = #Null
      \v[8] = #Null
   EndWith
   ; ---[ Choose Pixel Format ]------------------------------------------
   CocoaMessage( 0, pfo, "initWithAttributes:", @pfa )
   ; ---[ Allocate OpenGL Context ]--------------------------------------
   Define ctx.NSOpenGLContext = CocoaMessage( 0, 0, "NSOpenGLContext alloc" )
   ; ---[ Create OpenGL Context ]----------------------------------------
   CocoaMessage( 0, ctx, "initWithFormat:", pfo, "shareContext:", #Null )
   ; ---[ Associate Context With OpenGLGadget NSView ]-------------------
   CocoaMessage( 0, ctx, "setView:", GadgetID(0) ) ; oglcanvas_gadget is your OpenGLGadget#
   ; ---[ Set Current Context ]------------------------------------------
   CocoaMessage( 0, ctx, "makeCurrentContext" )

   ImportC ""
      glVertexAttribPointer(index.i, size.i, type.l, normalized.b, stride.i, *pointer)
      glEnableVertexAttribArray(index.i)
      glDisableVertexAttribArray(index.i)
   EndImport

CompilerElseIf #PB_Compiler_OS = #PB_OS_Windows
   Prototype PFNGLVERTEXATTRIBPOINTERPROC ( index.i, size.i, type.l, normalized.b, stride.i, *pointer )
   Global.PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = wglGetProcAddress_("glVertexAttribPointer")
   Prototype PFNGLENABLEVERTEXATTRIBARRAYPROC ( index.i )
   Global.PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = wglGetProcAddress_("glEnableVertexAttribArray")
   Prototype PFNGLDISABLEVERTEXATTRIBARRAYPROC(index.i)
   Global.PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray = wglGetProcAddress_("glDisableVertexAttribArray")
CompilerEndIf

;==============================================================================================

Dim vertices.f(5)
vertices(0)= -0.5 : vertices(1)= -0.5
vertices(2)= 0.0 : vertices(3)= 0.5
vertices(4)= 0.5 :  vertices(5)= -0.5

Repeat
   glClear_(#GL_COLOR_BUFFER_BIT)

   glVertexAttribPointer(0, 2,  #GL_FLOAT, #GL_FALSE, 0, vertices())
   glEnableVertexAttribArray(0)
   glDrawArrays_(#GL_TRIANGLES, 0, 3)
   glDisableVertexAttribArray(0)

   CompilerIf #PB_Compiler_OS = #PB_OS_MacOS
      CocoaMessage( 0, ctx, "flushBuffer" )
   CompilerElse
      SetGadgetAttribute(0, #PB_OpenGL_FlipBuffers, #True)
   CompilerEndIf
Until WaitWindowEvent(20) = #PB_Event_CloseWindow

Re: raafal - a cross-platform 3d application framework proje

Posted: Tue May 02, 2017 9:02 am
by Niffo
In fact it is working but on MacOS Opengl 3.2 (no backward compatibility), using Shaders AND Vertex Array Objects (VAO) is mandatory.

Re: raafal - a cross-platform 3d application framework proje

Posted: Wed Oct 23, 2019 9:48 pm
by DontTalkToMe
Hi, is Raafal dead ? The domain seems available. Just being morbidly curious.

Re: raafal - a cross-platform 3d application framework proje

Posted: Wed Oct 14, 2020 12:09 pm
by DontTalkToMe
DontTalkToMe wrote:Hi, is Raafal dead ?
I'll take it as a yes.