/
SDL_uikitopenglview.m
317 lines (254 loc) · 9.85 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_UIKIT
#include <QuartzCore/QuartzCore.h>
#include <OpenGLES/EAGLDrawable.h>
27
28
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
29
30
#include "SDL_uikitopenglview.h"
#include "SDL_uikitmessagebox.h"
31
#include "SDL_uikitvideo.h"
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
@implementation SDL_uikitopenglview {
/* OpenGL names for the renderbuffer and framebuffers used to render to this view */
GLuint viewRenderbuffer, viewFramebuffer;
/* OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist) */
GLuint depthRenderbuffer;
/* format of depthRenderbuffer */
GLenum depthBufferFormat;
id displayLink;
int animationInterval;
void (*animationCallback)(void*);
void *animationCallbackParam;
}
51
52
53
@synthesize context;
54
55
@synthesize backingWidth;
@synthesize backingHeight;
56
57
58
59
60
61
62
+ (Class)layerClass
{
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame
63
scale:(CGFloat)scale
64
retainBacking:(BOOL)retained
65
66
67
68
69
70
71
72
73
rBits:(int)rBits
gBits:(int)gBits
bBits:(int)bBits
aBits:(int)aBits
depthBits:(int)depthBits
stencilBits:(int)stencilBits
sRGB:(BOOL)sRGB
majorVersion:(int)majorVersion
shareGroup:(EAGLSharegroup*)shareGroup
74
75
76
77
78
79
{
if ((self = [super initWithFrame:frame])) {
const BOOL useStencilBuffer = (stencilBits != 0);
const BOOL useDepthBuffer = (depthBits != 0);
NSString *colorFormat = nil;
80
81
82
self.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
self.autoresizesSubviews = YES;
83
84
85
86
87
/* The EAGLRenderingAPI enum values currently map 1:1 to major GLES
versions, and this allows us to handle future OpenGL ES versions.
*/
EAGLRenderingAPI api = majorVersion;
88
89
90
91
92
93
context = [[EAGLContext alloc] initWithAPI:api sharegroup:shareGroup];
if (!context || ![EAGLContext setCurrentContext:context]) {
SDL_SetError("OpenGL ES %d not supported", majorVersion);
return nil;
}
94
95
if (sRGB) {
/* sRGB EAGL drawable support was added in iOS 7. */
96
if (UIKit_IsSystemVersionAtLeast(7.0)) {
97
98
99
100
101
102
colorFormat = kEAGLColorFormatSRGBA8;
} else {
SDL_SetError("sRGB drawables are not supported.");
return nil;
}
} else if (rBits >= 8 || gBits >= 8 || bBits >= 8) {
103
104
105
106
107
108
109
110
111
112
113
/* if user specifically requests rbg888 or some color format higher than 16bpp */
colorFormat = kEAGLColorFormatRGBA8;
} else {
/* default case (faster) */
colorFormat = kEAGLColorFormatRGB565;
}
/* Get the layer */
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
114
eaglLayer.drawableProperties = @{
115
116
kEAGLDrawablePropertyRetainedBacking:@(retained),
kEAGLDrawablePropertyColorFormat:colorFormat
117
};
118
119
/* Set the appropriate scale (for retina display support) */
120
self.contentScaleFactor = scale;
121
122
/* Create the color Renderbuffer Object */
123
124
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
125
126
127
if (![context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer]) {
SDL_SetError("Failed to create OpenGL ES drawable");
128
129
130
131
return nil;
}
/* Create the Framebuffer Object */
132
133
glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
134
135
/* attach the color renderbuffer to the FBO */
136
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
137
138
139
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
140
141
142
143
144
145
if ((useDepthBuffer) || (useStencilBuffer)) {
if (useStencilBuffer) {
/* Apparently you need to pack stencil and depth into one buffer. */
depthBufferFormat = GL_DEPTH24_STENCIL8_OES;
} else if (useDepthBuffer) {
146
/* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16 */
147
148
149
depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
}
150
151
152
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
153
if (useDepthBuffer) {
154
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
155
156
}
if (useStencilBuffer) {
157
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
158
159
160
}
}
161
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
162
163
SDL_SetError("Failed creating OpenGL ES framebuffer");
return nil;
164
165
}
166
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
167
168
[self setDebugLabels];
169
}
170
171
172
173
return self;
}
174
175
176
177
178
179
180
181
182
183
- (GLuint)drawableRenderbuffer
{
return viewRenderbuffer;
}
- (GLuint)drawableFramebuffer
{
return viewFramebuffer;
}
184
185
- (void)updateFrame
{
186
187
GLint prevRenderbuffer = 0;
glGetIntegerv(GL_RENDERBUFFER_BINDING, &prevRenderbuffer);
188
189
190
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];
191
192
193
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
194
195
if (depthRenderbuffer != 0) {
196
197
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
198
199
}
200
glBindRenderbuffer(GL_RENDERBUFFER, prevRenderbuffer);
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
}
- (void)setDebugLabels
{
if (viewFramebuffer != 0) {
glLabelObjectEXT(GL_FRAMEBUFFER, viewFramebuffer, 0, "context FBO");
}
if (viewRenderbuffer != 0) {
glLabelObjectEXT(GL_RENDERBUFFER, viewRenderbuffer, 0, "context color buffer");
}
if (depthRenderbuffer != 0) {
if (depthBufferFormat == GL_DEPTH24_STENCIL8_OES) {
glLabelObjectEXT(GL_RENDERBUFFER, depthRenderbuffer, 0, "context depth-stencil buffer");
} else {
glLabelObjectEXT(GL_RENDERBUFFER, depthRenderbuffer, 0, "context depth buffer");
}
}
220
221
222
}
- (void)setAnimationCallback:(int)interval
223
224
callback:(void (*)(void*))callback
callbackParam:(void*)callbackParam
225
226
227
228
229
230
231
{
[self stopAnimation];
animationInterval = interval;
animationCallback = callback;
animationCallbackParam = callbackParam;
232
if (animationCallback) {
233
[self startAnimation];
234
}
235
236
237
238
}
- (void)startAnimation
{
239
displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(doLoop:)];
240
241
242
243
244
245
246
247
248
249
[displayLink setFrameInterval:animationInterval];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)stopAnimation
{
[displayLink invalidate];
displayLink = nil;
}
250
- (void)doLoop:(CADisplayLink*)sender
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
{
/* Don't run the game loop while a messagebox is up */
if (!UIKit_ShowingMessageBox()) {
animationCallback(animationCallbackParam);
}
}
- (void)setCurrentContext
{
[EAGLContext setCurrentContext:context];
}
- (void)swapBuffers
{
/* viewRenderbuffer should always be bound here. Code that binds something
266
267
268
else is responsible for rebinding viewRenderbuffer, to reduce duplicate
state changes. */
[context presentRenderbuffer:GL_RENDERBUFFER];
269
270
271
272
}
- (void)layoutSubviews
{
273
274
[super layoutSubviews];
275
276
277
278
279
280
281
282
283
CGSize layersize = self.layer.bounds.size;
int width = (int) (layersize.width * self.layer.contentsScale);
int height = (int) (layersize.height * self.layer.contentsScale);
/* Update the color and depth buffer storage if the layer size has changed. */
if (width != backingWidth || height != backingHeight) {
[EAGLContext setCurrentContext:context];
[self updateFrame];
}
284
285
286
287
}
- (void)destroyFramebuffer
{
288
if (viewFramebuffer != 0) {
289
glDeleteFramebuffers(1, &viewFramebuffer);
290
291
292
293
viewFramebuffer = 0;
}
if (viewRenderbuffer != 0) {
294
glDeleteRenderbuffers(1, &viewRenderbuffer);
295
296
viewRenderbuffer = 0;
}
297
298
if (depthRenderbuffer != 0) {
299
glDeleteRenderbuffers(1, &depthRenderbuffer);
300
301
302
303
304
305
306
307
depthRenderbuffer = 0;
}
}
- (void)dealloc
{
if ([EAGLContext currentContext] == context) {
308
[self destroyFramebuffer];
309
310
311
312
313
314
315
316
317
[EAGLContext setCurrentContext:nil];
}
}
@end
#endif /* SDL_VIDEO_DRIVER_UIKIT */
/* vi: set ts=4 sw=4 expandtab: */