gpmark
diff src/ios/glview.mm @ 0:5019d031b485
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Wed, 05 Jun 2013 22:33:37 +0300 |
parents | |
children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/src/ios/glview.mm Wed Jun 05 22:33:37 2013 +0300 1.3 @@ -0,0 +1,212 @@ 1.4 +#import "glview.h" 1.5 +#include "game.h" 1.6 +#include "screen.h" 1.7 +#include "logger.h" 1.8 + 1.9 +static GLView *view; 1.10 + 1.11 +void request_redisplay() 1.12 +{ 1.13 + // TODO 1.14 +} 1.15 + 1.16 +void swap_buffers() 1.17 +{ 1.18 + if(view) { 1.19 + [view swap_buffers]; 1.20 + } 1.21 +} 1.22 + 1.23 + 1.24 +@implementation GLView 1.25 + 1.26 +@synthesize animating; 1.27 +@dynamic anim_frame_interval; 1.28 + 1.29 +// You must implement this method 1.30 ++ (Class)layerClass 1.31 +{ 1.32 + return [CAEAGLLayer class]; 1.33 +} 1.34 + 1.35 + 1.36 +- (id)initWithFrame: (CGRect) frame 1.37 +{ 1.38 + if((self = [super initWithFrame: frame])) 1.39 + { 1.40 + // Get the layer 1.41 + CAEAGLLayer *eaglLayer = (CAEAGLLayer*)self.layer; 1.42 + 1.43 + //self.contentScaleFactor = 2.0; 1.44 + 1.45 + eaglLayer.opaque = TRUE; 1.46 + eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:FALSE], 1.47 + kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, 1.48 + kEAGLDrawablePropertyColorFormat, nil]; 1.49 + 1.50 + // initialize OpenGL ES context 1.51 + context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2]; 1.52 + if(!context || ![EAGLContext setCurrentContext: context]) { 1.53 + [self release]; 1.54 + return self; 1.55 + } 1.56 + 1.57 + // create the framebuffer 1.58 + glGenFramebuffers(1, &fbo); 1.59 + glBindFramebuffer(GL_FRAMEBUFFER, fbo); 1.60 + 1.61 + glGenRenderbuffers(1, &rbuf_color); 1.62 + glBindRenderbuffer(GL_RENDERBUFFER, rbuf_color); 1.63 + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbuf_color); 1.64 + 1.65 + glGenRenderbuffers(1, &rbuf_depth); 1.66 + glBindRenderbuffer(GL_RENDERBUFFER, rbuf_depth); 1.67 + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth); 1.68 + 1.69 + animating = FALSE; 1.70 + display_link_supported = FALSE; 1.71 + anim_frame_interval = 1; 1.72 + display_link = nil; 1.73 + anim_timer = nil; 1.74 + 1.75 + // A system version of 3.1 or greater is required to use CADisplayLink. The NSTimer 1.76 + // class is used as fallback when it isn't available. 1.77 + NSString *reqSysVer = @"3.1"; 1.78 + NSString *currSysVer = [[UIDevice currentDevice] systemVersion]; 1.79 + if([currSysVer compare: reqSysVer options: NSNumericSearch] != NSOrderedAscending) { 1.80 + display_link_supported = TRUE; 1.81 + } 1.82 + 1.83 + self.multipleTouchEnabled = 1; 1.84 + 1.85 + if(!game_init()) { 1.86 + exit(1); 1.87 + } 1.88 + } 1.89 + 1.90 + view = self; 1.91 + return self; 1.92 +} 1.93 + 1.94 +- (void)drawView: (id)sender 1.95 +{ 1.96 + game_display(); 1.97 +} 1.98 + 1.99 +- (void)swap_buffers 1.100 +{ 1.101 + glBindRenderbuffer(GL_RENDERBUFFER, rbuf_color); 1.102 + [context presentRenderbuffer: GL_RENDERBUFFER]; 1.103 +} 1.104 + 1.105 +- (BOOL)resize: (CAEAGLLayer*)layer 1.106 +{ 1.107 + glBindRenderbuffer(GL_RENDERBUFFER, rbuf_color); 1.108 + [context renderbufferStorage: GL_RENDERBUFFER fromDrawable: layer]; 1.109 + glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &xsz); 1.110 + glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &ysz); 1.111 + 1.112 + glBindRenderbuffer(GL_RENDERBUFFER, rbuf_depth); 1.113 + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, xsz, ysz); 1.114 + 1.115 + if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { 1.116 + NSLog(@"resize failed, framebuffer incomplete\n"); 1.117 + return FALSE; 1.118 + } 1.119 + assert(glGetError() == GL_NO_ERROR); 1.120 + 1.121 + //current_screen()->reshape(xsz, ysz); 1.122 + return TRUE; 1.123 +} 1.124 + 1.125 +- (void)layoutSubviews 1.126 +{ 1.127 + [self resize: (CAEAGLLayer*)self.layer]; 1.128 + [self drawView:nil]; 1.129 +} 1.130 + 1.131 +- (NSInteger)anim_frame_interval 1.132 +{ 1.133 + return anim_frame_interval; 1.134 +} 1.135 + 1.136 +- (void)setAnimationFrameInterval: (NSInteger)frameInterval 1.137 +{ 1.138 + // Frame interval defines how many display frames must pass between each time the 1.139 + // display link fires. The display link will only fire 30 times a second when the 1.140 + // frame internal is two on a display that refreshes 60 times a second. The default 1.141 + // frame interval setting of one will fire 60 times a second when the display refreshes 1.142 + // at 60 times a second. A frame interval setting of less than one results in undefined 1.143 + // behavior. 1.144 + if(frameInterval >= 1) { 1.145 + anim_frame_interval = frameInterval; 1.146 + 1.147 + if(animating) { 1.148 + [self stopAnimation]; 1.149 + [self startAnimation]; 1.150 + } 1.151 + } 1.152 +} 1.153 + 1.154 +- (void)startAnimation 1.155 +{ 1.156 + if(!animating) { 1.157 + if(display_link_supported) { 1.158 + // CADisplayLink is API new to iPhone SDK 3.1. Compiling against earlier versions will result in a warning, but can be dismissed 1.159 + // if the system version runtime check for CADisplayLink exists in -initWithCoder:. The runtime check ensures this code will 1.160 + // not be called in system versions earlier than 3.1. 1.161 + 1.162 + display_link = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(drawView:)]; 1.163 + [display_link setFrameInterval: anim_frame_interval]; 1.164 + [display_link addToRunLoop: [NSRunLoop currentRunLoop] forMode: NSDefaultRunLoopMode]; 1.165 + } else { 1.166 + anim_timer = [NSTimer scheduledTimerWithTimeInterval: (NSTimeInterval)((1.0 / 60.0) * anim_frame_interval) 1.167 + target: self selector: @selector(drawView:) userInfo: nil repeats: TRUE]; 1.168 + } 1.169 + 1.170 + animating = TRUE; 1.171 + } 1.172 +} 1.173 + 1.174 +- (void)stopAnimation 1.175 +{ 1.176 + if(animating) { 1.177 + if(display_link_supported) { 1.178 + [display_link invalidate]; 1.179 + display_link = nil; 1.180 + } else { 1.181 + [anim_timer invalidate]; 1.182 + anim_timer = nil; 1.183 + } 1.184 + 1.185 + animating = FALSE; 1.186 + } 1.187 +} 1.188 + 1.189 +- (void)dealloc 1.190 +{ 1.191 + game_cleanup(); 1.192 + 1.193 + if(fbo) { 1.194 + glDeleteFramebuffers(1, &fbo); 1.195 + fbo = 0; 1.196 + } 1.197 + if(rbuf_color) { 1.198 + glDeleteRenderbuffers(1, &rbuf_color); 1.199 + rbuf_color = 0; 1.200 + } 1.201 + if(rbuf_depth) { 1.202 + glDeleteRenderbuffers(1, &rbuf_depth); 1.203 + rbuf_depth = 0; 1.204 + } 1.205 + 1.206 + if([EAGLContext currentContext] == context) { 1.207 + [EAGLContext setCurrentContext: nil]; 1.208 + } 1.209 + [context release]; 1.210 + context = nil; 1.211 + 1.212 + [super dealloc]; 1.213 +} 1.214 + 1.215 +@end