annotate src/video/uikit/SDL_uikitopenglview.m @ 3474:1edb86163d62

Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:22:59 +0000
parents 99210400e8b9
children 5690ebc772c7
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 #import <QuartzCore/QuartzCore.h>
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24 #import <OpenGLES/EAGLDrawable.h>
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25 #import "SDL_uikitopenglview.h"
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26
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27 @interface SDL_uikitopenglview (privateMethods)
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28
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29 - (BOOL) createFramebuffer;
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30 - (void) destroyFramebuffer;
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31
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32 @end
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33
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34
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35 @implementation SDL_uikitopenglview
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36
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37 @synthesize context;
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38
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39 + (Class)layerClass {
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40 return [CAEAGLLayer class];
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41 }
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42
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43 - (id)initWithFrame:(CGRect)frame \
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44 retainBacking:(BOOL)retained \
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45 rBits:(int)rBits \
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46 gBits:(int)gBits \
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47 bBits:(int)bBits \
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48 aBits:(int)aBits \
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49 depthBits:(int)depthBits \
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50 {
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51
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52 NSString *colorFormat=nil;
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53 GLuint depthBufferFormat;
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54 BOOL useDepthBuffer;
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55
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56 if (rBits == 8 && gBits == 8 && bBits == 8) {
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57 /* if user specifically requests rbg888 or some color format higher than 16bpp */
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58 colorFormat = kEAGLColorFormatRGBA8;
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59 }
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60 else {
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61 /* default case (faster) */
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62 colorFormat = kEAGLColorFormatRGB565;
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63 }
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64
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65 if (depthBits == 24) {
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66 useDepthBuffer = YES;
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67 depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
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68 }
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69 else if (depthBits == 0) {
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70 useDepthBuffer = NO;
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71 }
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72 else {
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73 /* default case when depth buffer is not disabled */
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74 /*
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75 strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone.
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76 perhaps that's the only depth format iPhone actually supports
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77 */
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78 useDepthBuffer = YES;
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79 depthBufferFormat = GL_DEPTH_COMPONENT16_OES;
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80 }
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81
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82 if ((self = [super initWithFrame:frame])) {
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83 // Get the layer
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84 CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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85
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86 eaglLayer.opaque = YES;
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87 eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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88 [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
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89
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90 context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
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91
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92 if (!context || ![EAGLContext setCurrentContext:context]) {
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93 [self release];
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94 return nil;
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95 }
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96
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97 /* create the buffers */
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98 glGenFramebuffersOES(1, &viewFramebuffer);
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99 glGenRenderbuffersOES(1, &viewRenderbuffer);
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100
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101 glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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102 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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103 [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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104 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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105
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106 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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107 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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108
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109 if (useDepthBuffer) {
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110 glGenRenderbuffersOES(1, &depthRenderbuffer);
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111 glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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112 glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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113 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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114 }
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115
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116 if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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117 return NO;
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118 }
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119 /* end create buffers */
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120 }
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121 return self;
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122 }
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123
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124 - (void)setCurrentContext {
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125 [EAGLContext setCurrentContext:context];
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126 }
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127
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128
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129 - (void)swapBuffers {
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130 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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131 [context presentRenderbuffer:GL_RENDERBUFFER_OES];
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132 }
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133
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134
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135 - (void)layoutSubviews {
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136 [EAGLContext setCurrentContext:context];
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137 }
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138
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139 - (void)destroyFramebuffer {
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140
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141 glDeleteFramebuffersOES(1, &viewFramebuffer);
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142 viewFramebuffer = 0;
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143 glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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144 viewRenderbuffer = 0;
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145
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146 if (depthRenderbuffer) {
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147 glDeleteRenderbuffersOES(1, &depthRenderbuffer);
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148 depthRenderbuffer = 0;
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149 }
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150 }
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151
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152
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153 - (void)dealloc {
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154
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155 [self destroyFramebuffer];
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156 if ([EAGLContext currentContext] == context) {
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157 [EAGLContext setCurrentContext:nil];
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158 }
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159 [context release];
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160 [super dealloc];
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161
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162 }
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163
2859
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164 @end