axmol/cocos2dx/platform/ios/CCES2Renderer.m

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/*
* cocos2d for iPhone: http://www.cocos2d-iphone.org
*
* Copyright (c) 2011 Ricardo Quesada
* Copyright (c) 2011 Zynga Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*
* File autogenerated with Xcode. Adapted for cocos2d needs.
*/
// Only compile this code on iOS. These files should NOT be included on your Mac project.
// But in case they are included, it won't be compiled.
#import "CCPlatformMacros.h"
#import "CCES2Renderer.h"
#import "OpenGL_Internal.h"
@implementation CCES2Renderer
@synthesize context=context_;
@synthesize defaultFramebuffer=defaultFramebuffer_;
@synthesize colorRenderbuffer=colorRenderbuffer_;
@synthesize msaaColorbuffer=msaaColorbuffer_;
@synthesize msaaFramebuffer=msaaFramebuffer_;
// Create an OpenGL ES 2.0 context
- (id) initWithDepthFormat:(unsigned int)depthFormat withPixelFormat:(unsigned int)pixelFormat withSharegroup:(EAGLSharegroup*)sharegroup withMultiSampling:(BOOL) multiSampling withNumberOfSamples:(unsigned int) requestedSamples
{
self = [super init];
if (self)
{
if( ! sharegroup )
context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
else
context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:sharegroup];
if (!context_ || ![EAGLContext setCurrentContext:context_] )
{
[self release];
return nil;
}
depthFormat_ = depthFormat;
pixelFormat_ = pixelFormat;
multiSampling_ = multiSampling;
// Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
glGenFramebuffers(1, &defaultFramebuffer_);
NSAssert( defaultFramebuffer_, @"Can't create default frame buffer");
glGenRenderbuffers(1, &colorRenderbuffer_);
NSAssert( colorRenderbuffer_, @"Can't create default render buffer");
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer_);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer_);
if (multiSampling_)
{
GLint maxSamplesAllowed;
glGetIntegerv(GL_MAX_SAMPLES_APPLE, &maxSamplesAllowed);
samplesToUse_ = MIN(maxSamplesAllowed,requestedSamples);
/* Create the MSAA framebuffer (offscreen) */
glGenFramebuffers(1, &msaaFramebuffer_);
NSAssert( msaaFramebuffer_, @"Can't create default MSAA frame buffer");
glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer_);
}
CHECK_GL_ERROR_DEBUG();
}
return self;
}
- (BOOL)resizeFromLayer:(CAEAGLLayer *)layer
{
// Allocate color buffer backing based on the current layer size
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);
if( ! [context_ renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer] )
{
CCLOG(@"failed to call context");
}
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth_);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight_);
CCLOG(@"cocos2d: surface size: %dx%d", (int)backingWidth_, (int)backingHeight_);
if (multiSampling_)
{
if ( msaaColorbuffer_) {
glDeleteRenderbuffers(1, &msaaColorbuffer_);
msaaColorbuffer_ = 0;
}
/* Create the offscreen MSAA color buffer.
After rendering, the contents of this will be blitted into ColorRenderbuffer */
//msaaFrameBuffer needs to be binded
glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer_);
glGenRenderbuffers(1, &msaaColorbuffer_);
NSAssert(msaaFramebuffer_, @"Can't create MSAA color buffer");
glBindRenderbuffer(GL_RENDERBUFFER, msaaColorbuffer_);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, samplesToUse_, pixelFormat_ , backingWidth_, backingHeight_);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaColorbuffer_);
GLenum error;
if ( (error=glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
{
CCLOG(@"Failed to make complete framebuffer object 0x%X", error);
return NO;
}
}
CHECK_GL_ERROR();
if (depthFormat_)
{
if( ! depthBuffer_ ) {
glGenRenderbuffers(1, &depthBuffer_);
NSAssert(depthBuffer_, @"Can't create depth buffer");
}
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer_);
if( multiSampling_ )
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, samplesToUse_, depthFormat_,backingWidth_, backingHeight_);
else
glRenderbufferStorage(GL_RENDERBUFFER, depthFormat_, backingWidth_, backingHeight_);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer_);
// bind color buffer
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);
}
CHECK_GL_ERROR();
GLenum error;
if( (error=glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
{
CCLOG(@"Failed to make complete framebuffer object 0x%X", error);
return NO;
}
return YES;
}
-(CGSize) backingSize
{
return CGSizeMake( backingWidth_, backingHeight_);
}
- (NSString*) description
{
return [NSString stringWithFormat:@"<%@ = %08X | size = %ix%i>", [self class], self, backingWidth_, backingHeight_];
}
- (unsigned int) colorRenderBuffer
{
return colorRenderbuffer_;
}
- (unsigned int) defaultFrameBuffer
{
return defaultFramebuffer_;
}
- (unsigned int) msaaFrameBuffer
{
return msaaFramebuffer_;
}
- (unsigned int) msaaColorBuffer
{
return msaaColorbuffer_;
}
- (void)dealloc
{
CCLOGINFO(@"cocos2d: deallocing %@", self);
// Tear down GL
if (defaultFramebuffer_) {
glDeleteFramebuffers(1, &defaultFramebuffer_);
defaultFramebuffer_ = 0;
}
if (colorRenderbuffer_) {
glDeleteRenderbuffers(1, &colorRenderbuffer_);
colorRenderbuffer_ = 0;
}
if( depthBuffer_ ) {
glDeleteRenderbuffers(1, &depthBuffer_ );
depthBuffer_ = 0;
}
if ( msaaColorbuffer_)
{
glDeleteRenderbuffers(1, &msaaColorbuffer_);
msaaColorbuffer_ = 0;
}
if ( msaaFramebuffer_)
{
glDeleteRenderbuffers(1, &msaaFramebuffer_);
msaaFramebuffer_ = 0;
}
// Tear down context
if ([EAGLContext currentContext] == context_)
[EAGLContext setCurrentContext:nil];
[context_ release];
context_ = nil;
[super dealloc];
}
@end