Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitopengles.m @ 3100:7dc982143c06
Date: Sun, 22 Mar 2009 12:52:29 +0000
From: Luke Benstead
Subject: OpenGL 3.0 Context Creation
I've attached a patch which implements OpenGL 3.x context creation on
the latest SVN. I've added two options to SDL_GL_SetAttribute, these
are SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION.
These default to 2 and 1 respectively. If the major version is less
than 3 then the current context creation method is used, otherwise the
appropriate new context creation function is called (depending on the
platform).
Sample code:
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); //Without these 2 lines, SDL will create a GL 2.x context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL | SDL_FULLSCREEN );
I've implemented context creation on both Win32 and X and run basic
tests on both. This patch doesn't provide access to all the options
allowed by the new context creation (e.g. shared contexts, forward
compatible contexts) but they can be added pretty easily.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Mar 2009 10:43:53 +0000 |
parents | 99210400e8b9 |
children | 42e1092225f9 |
line wrap: on
line source
/* 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; }