Mercurial > sdl-ios-xcode
annotate src/video/uikit/SDL_uikitopenglview.m @ 4785:ef8b32ef9793
Updated test code, updated win32 code a bit (still not complete, but hopefully tonight), and removed the last vestiges of ellipse and polygon drawing support.
author | Eli Gottlieb <eligottlieb@gmail.com> |
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date | Tue, 06 Jul 2010 22:05:22 -0400 |
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 |