view src/video/uikit/SDL_uikitopenglview.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 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