Mercurial > sdl-ios-xcode
annotate src/video/uikit/SDL_uikitopenglview.m @ 3473:7bdc10624cba
This is terrible, but the OpenGL standard says that lines are half open, which means that one endpoint is not covered so adjoining lines don't overlap. It also doesn't define which end is open, and indeed Mac OS X and Linux differ. Mac OS X seems to leave the second endpoint open, but Linux uses the right-most endpoint for x major lines and the bottom-most endpoint for y major lines.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 07:14:21 +0000 |
parents | 99210400e8b9 |
children | 5690ebc772c7 |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
2859 | 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 | 164 @end |