view src/video/uikit/SDL_uikitopenglview.m @ 3083:0bc41e0361d3

Date: Mon, 2 Mar 2009 16:27:42 +0200 From: "Mike Gorchak" Subject: About QNX support in SDL 1.3 Right now I'm working on QNX SDL 1.3 drivers implementation and looks like a lot of code must be completely reworked. But I'm ready for it :) Also I want to add QNX Graphics Framework SDL driver, which is fullscreen graphics framework, with support of hardware accelerated OpenGL ES implementations. This Graphics Framework (called GF in QNX) could also use QNX Photon (window manager GUI) as window manager. In the attachment initial patch for QNX support in SDL 1.3
author Sam Lantinga <slouken@libsdl.org>
date Tue, 03 Mar 2009 04:21:51 +0000
parents 99210400e8b9
children 5690ebc772c7
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/*
 SDL - Simple DirectMedia Layer
 Copyright (C) 1997-2009 Sam Lantinga
 
 This library is free software; you can redistribute it and/or
 modify it under the terms of the GNU Lesser General Public
 License as published by the Free Software Foundation; either
 version 2.1 of the License, or (at your option) any later version.
 
 This library is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 Lesser General Public License for more details.
 
 You should have received a copy of the GNU Lesser General Public
 License along with this library; if not, write to the Free Software
 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 
 Sam Lantinga
 slouken@libsdl.org
 */

#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/EAGLDrawable.h>
#import "SDL_uikitopenglview.h"

@interface SDL_uikitopenglview (privateMethods)

- (BOOL) createFramebuffer;
- (void) destroyFramebuffer;

@end


@implementation SDL_uikitopenglview

@synthesize context;

+ (Class)layerClass {
	return [CAEAGLLayer class];
}

- (id)initWithFrame:(CGRect)frame \
	  retainBacking:(BOOL)retained \
	  rBits:(int)rBits \
	  gBits:(int)gBits \
	  bBits:(int)bBits \
	  aBits:(int)aBits \
	  depthBits:(int)depthBits \
{
	
	NSString *colorFormat=nil;
	GLuint depthBufferFormat;
	BOOL useDepthBuffer;
	
	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;
	}
	
	if (depthBits == 24) {
		useDepthBuffer = YES;
		depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
	}
	else if (depthBits == 0) {
		useDepthBuffer = NO;
	}
	else {
		/* default case when depth buffer is not disabled */
		/* 
		   strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone.
		   perhaps that's the only depth format iPhone actually supports
		*/
		useDepthBuffer = YES;
		depthBufferFormat = GL_DEPTH_COMPONENT16_OES;
	}
	
	if ((self = [super initWithFrame:frame])) {
		// Get the layer
		CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
		
		eaglLayer.opaque = YES;
		eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
										[NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
		
		context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
		
		if (!context || ![EAGLContext setCurrentContext:context]) {
			[self release];
			return nil;
		}
		
		/* 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) {
			glGenRenderbuffersOES(1, &depthRenderbuffer);
			glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
			glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
			glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
		}
			
		if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
			return NO;
		}
		/* end create buffers */
	}
	return self;
}

- (void)setCurrentContext {
	[EAGLContext setCurrentContext:context];
}


- (void)swapBuffers {
	glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
	[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}


- (void)layoutSubviews {
	[EAGLContext setCurrentContext:context];
}

- (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