Bring SDL to iPhone and iPod Touch by Holmes Futrell, mentored by Sam Lantinga --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403222
164 lines
No EOL
4.5 KiB
Objective-C
164 lines
No EOL
4.5 KiB
Objective-C
/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2006 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#import <QuartzCore/QuartzCore.h>
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#import <OpenGLES/EAGLDrawable.h>
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#import "SDL_uikitopenglview.h"
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@interface SDL_uikitopenglview (privateMethods)
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- (BOOL) createFramebuffer;
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- (void) destroyFramebuffer;
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@end
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@implementation SDL_uikitopenglview
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@synthesize context;
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+ (Class)layerClass {
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return [CAEAGLLayer class];
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}
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- (id)initWithFrame:(CGRect)frame \
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retainBacking:(BOOL)retained \
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rBits:(int)rBits \
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gBits:(int)gBits \
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bBits:(int)bBits \
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aBits:(int)aBits \
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depthBits:(int)depthBits \
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{
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NSString *colorFormat=nil;
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GLuint depthBufferFormat;
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BOOL useDepthBuffer;
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if (rBits == 8 && gBits == 8 && bBits == 8) {
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/* if user specifically requests rbg888 or some color format higher than 16bpp */
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colorFormat = kEAGLColorFormatRGBA8;
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}
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else {
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/* default case (faster) */
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colorFormat = kEAGLColorFormatRGB565;
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}
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if (depthBits == 24) {
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useDepthBuffer = YES;
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depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
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}
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else if (depthBits == 0) {
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useDepthBuffer = NO;
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}
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else {
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/* default case when depth buffer is not disabled */
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/*
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strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone.
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perhaps that's the only depth format iPhone actually supports
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*/
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useDepthBuffer = YES;
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depthBufferFormat = GL_DEPTH_COMPONENT16_OES;
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}
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if ((self = [super initWithFrame:frame])) {
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// Get the layer
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CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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eaglLayer.opaque = YES;
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eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
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context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
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if (!context || ![EAGLContext setCurrentContext:context]) {
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[self release];
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return nil;
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}
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/* create the buffers */
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glGenFramebuffersOES(1, &viewFramebuffer);
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glGenRenderbuffersOES(1, &viewRenderbuffer);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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if (useDepthBuffer) {
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glGenRenderbuffersOES(1, &depthRenderbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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}
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if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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return NO;
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}
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/* end create buffers */
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}
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return self;
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}
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- (void)setCurrentContext {
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[EAGLContext setCurrentContext:context];
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}
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- (void)swapBuffers {
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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[context presentRenderbuffer:GL_RENDERBUFFER_OES];
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}
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- (void)layoutSubviews {
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[EAGLContext setCurrentContext:context];
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}
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- (void)destroyFramebuffer {
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glDeleteFramebuffersOES(1, &viewFramebuffer);
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viewFramebuffer = 0;
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glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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viewRenderbuffer = 0;
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if (depthRenderbuffer) {
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glDeleteRenderbuffersOES(1, &depthRenderbuffer);
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depthRenderbuffer = 0;
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}
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}
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- (void)dealloc {
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[self destroyFramebuffer];
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if ([EAGLContext currentContext] == context) {
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[EAGLContext setCurrentContext:nil];
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}
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[context release];
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[super dealloc];
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}
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@end |