view src/video/uikit/SDL_uikitopenglview.m @ 5133:ec13e48ee0d9

Fixed bug #1112 (retina display support) Vittorio Giovara 2011-02-01 02:21:50 PST with the attached patch, the opengles context will always use the maximum screensize available; this is particularly useful for supporting retina display on latest iphone. please note: Apple documentation warns that using the "upscaled" gl context actually uses more memory and bandwitdh, so it might be worth to let the user decide whether to disable it or not, either with a flag or a sdl function...
author Sam Lantinga <slouken@libsdl.org>
date Tue, 01 Feb 2011 08:54:34 -0800
parents 5690ebc772c7
children 5f09cb749d75
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
 */

#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 */

        /* Use the main screen scale (for retina display support) */
        if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
            self.contentScaleFactor = [UIScreen mainScreen].scale;
    }
    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