Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitopengles.m @ 3468:789b97008d8a
My first OpenGL shader! Momma will be so proud!
This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque.
The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 05:29:31 +0000 |
parents | 99210400e8b9 |
children | 42e1092225f9 |
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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 */ #include "SDL_uikitopengles.h" #include "SDL_uikitopenglview.h" #include "SDL_uikitappdelegate.h" #include "SDL_uikitwindow.h" #include "jumphack.h" #include "SDL_sysvideo.h" #include "SDL_loadso.h" #include <dlfcn.h> static int UIKit_GL_Initialize(_THIS); void * UIKit_GL_GetProcAddress(_THIS, const char *proc) { /* Look through all SO's for the proc symbol. Here's why: -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator. -We don't know that the path won't change in the future. */ return SDL_LoadFunction(RTLD_DEFAULT, proc); } /* note that SDL_GL_Delete context makes it current without passing the window */ int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) { if (context) { SDL_WindowData *data = (SDL_WindowData *)window->driverdata; [data->view setCurrentContext]; } else { [EAGLContext setCurrentContext: nil]; } return 0; } int UIKit_GL_LoadLibrary(_THIS, const char *path) { /* shouldn't be passing a path into this function why? Because we've already loaded the library and because the SDK forbids loading an external SO */ if (path != NULL) { SDL_SetError("iPhone GL Load Library just here for compatibility"); return -1; } return 0; } void UIKit_GL_SwapWindow(_THIS, SDL_Window * window) { SDL_WindowData *data = (SDL_WindowData *)window->driverdata; if (nil == data->view) { return; } [data->view swapBuffers]; /* since now we've got something to draw make the window visible */ [data->uiwindow makeKeyAndVisible]; /* we need to let the event cycle run, or the OS won't update the OpenGL view! */ SDL_PumpEvents(); } SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window) { SDL_uikitopenglview *view; SDL_WindowData *data = (SDL_WindowData *)window->driverdata; /* construct our view, passing in SDL's OpenGL configuration data */ view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \ retainBacking: _this->gl_config.retained_backing \ rBits: _this->gl_config.red_size \ gBits: _this->gl_config.green_size \ bBits: _this->gl_config.blue_size \ aBits: _this->gl_config.alpha_size \ depthBits: _this->gl_config.depth_size]; data->view = view; /* add the view to our window */ [data->uiwindow addSubview: view ]; /* Don't worry, the window retained the view */ [view release]; if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) { UIKit_GL_DeleteContext(_this, view); return NULL; } return view; } void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) { /* the delegate has retained the view, this will release him */ SDL_uikitopenglview *view = (SDL_uikitopenglview *)context; /* this will also delete it */ [view removeFromSuperview]; return; }