/* Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga 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_config.h" #if SDL_VIDEO_DRIVER_UIKIT #include #include #include "SDL_uikitopenglview.h" #include "SDL_uikitmessagebox.h" @implementation SDL_uikitopenglview @synthesize context; + (Class)layerClass { return [CAEAGLLayer class]; } - (id)initWithFrame:(CGRect)frame scale:(CGFloat)scale retainBacking:(BOOL)retained rBits:(int)rBits gBits:(int)gBits bBits:(int)bBits aBits:(int)aBits depthBits:(int)depthBits stencilBits:(int)stencilBits majorVersion:(int)majorVersion { depthBufferFormat = 0; if ((self = [super initWithFrame:frame])) { const BOOL useStencilBuffer = (stencilBits != 0); const BOOL useDepthBuffer = (depthBits != 0); NSString *colorFormat = nil; if (rBits == 8 && gBits == 8 && bBits == 8) { /* 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; eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil]; if (majorVersion > 1) { context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2]; } else { context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1]; } if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; SDL_SetError("OpenGL ES %d not supported", majorVersion); return nil; } /* Set the appropriate scale (for retina display support) */ if ([self respondsToSelector:@selector(contentScaleFactor)]) self.contentScaleFactor = scale; /* create the buffers */ glGenFramebuffersOES(1, &viewFramebuffer); glGenRenderbuffersOES(1, &viewRenderbuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer]; glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); if ((useDepthBuffer) || (useStencilBuffer)) { if (useStencilBuffer) { /* Apparently you need to pack stencil and depth into one buffer. */ depthBufferFormat = GL_DEPTH24_STENCIL8_OES; } else if (useDepthBuffer) { /* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16_OES */ depthBufferFormat = GL_DEPTH_COMPONENT24_OES; } glGenRenderbuffersOES(1, &depthRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer); glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight); if (useDepthBuffer) { glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer); } if (useStencilBuffer) { glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer); } } if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { return NO; } /* end create buffers */ self.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight); self.autoresizesSubviews = YES; } return self; } - (void)updateFrame { glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, 0); glDeleteRenderbuffersOES(1, &viewRenderbuffer); glGenRenderbuffersOES(1, &viewRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer]; glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); if (depthRenderbuffer != 0) { glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer); glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight); } } - (void)setAnimationCallback:(int)interval callback:(void (*)(void*))callback callbackParam:(void*)callbackParam { [self stopAnimation]; animationInterval = interval; animationCallback = callback; animationCallbackParam = callbackParam; if (animationCallback) [self startAnimation]; } - (void)startAnimation { // CADisplayLink is API new to iPhone SDK 3.1. Compiling against earlier versions will result in a warning, but can be dismissed // if the system version runtime check for CADisplayLink exists in -initWithCoder:. displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(doLoop:)]; [displayLink setFrameInterval:animationInterval]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } - (void)stopAnimation { [displayLink invalidate]; displayLink = nil; } - (void)doLoop:(id)sender { // Don't run the game loop while a messagebox is up if (!UIKit_ShowingMessageBox()) { animationCallback(animationCallbackParam); } } - (void)setCurrentContext { [EAGLContext setCurrentContext:context]; } - (void)swapBuffers { glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } - (void)layoutSubviews { [EAGLContext setCurrentContext:context]; [self updateFrame]; } - (void)destroyFramebuffer { glDeleteFramebuffersOES(1, &viewFramebuffer); viewFramebuffer = 0; glDeleteRenderbuffersOES(1, &viewRenderbuffer); viewRenderbuffer = 0; if (depthRenderbuffer) { glDeleteRenderbuffersOES(1, &depthRenderbuffer); depthRenderbuffer = 0; } } - (void)dealloc { [self destroyFramebuffer]; if ([EAGLContext currentContext] == context) { [EAGLContext setCurrentContext:nil]; } [context release]; [super dealloc]; } @end #endif /* SDL_VIDEO_DRIVER_UIKIT */ /* vi: set ts=4 sw=4 expandtab: */