2020-08-28 12:57:00 +08:00
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/****************************************************************************
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Copyright (c) 2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Corpyight (c) 2011 Zynga Inc.
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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2022-07-09 22:23:34 +08:00
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https://axis-project.github.io/
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2020-08-28 12:57:00 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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// Only compile this code on iOS. These files should NOT be included on your Mac project.
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// But in case they are included, it won't be compiled.
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#include "platform/CCPlatformConfig.h"
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2022-07-15 19:44:31 +08:00
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#if CC_TARGET_PLATFORM == CC_PLATFORM_IOS
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2020-08-28 12:57:00 +08:00
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#import "platform/ios/CCES2Renderer-ios.h"
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2021-12-31 12:12:40 +08:00
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// #import "platform/CCPlatformMacros.h"
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2020-08-28 12:57:00 +08:00
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#import "platform/ios/OpenGL_Internal-ios.h"
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#if !defined(COCOS2D_DEBUG) || COCOS2D_DEBUG == 0
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#define NSLog(...) do {} while (0)
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#endif
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@implementation CCES2Renderer
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@synthesize context=context_;
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@synthesize defaultFramebuffer=defaultFramebuffer_;
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@synthesize colorRenderbuffer=colorRenderbuffer_;
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@synthesize msaaColorbuffer=msaaColorbuffer_;
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@synthesize msaaFramebuffer=msaaFramebuffer_;
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// Create an OpenGL ES 2.0 context
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- (id) initWithDepthFormat:(unsigned int)depthFormat withPixelFormat:(unsigned int)pixelFormat withSharegroup:(EAGLSharegroup*)sharegroup withMultiSampling:(BOOL) multiSampling withNumberOfSamples:(unsigned int) requestedSamples
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{
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if (self = [super init])
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{
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if (! sharegroup)
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context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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else
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context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:sharegroup];
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if (!context_ || ![EAGLContext setCurrentContext:context_] )
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{
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[self release];
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return nil;
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}
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depthFormat_ = depthFormat;
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pixelFormat_ = pixelFormat;
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multiSampling_ = multiSampling;
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// Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
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glGenFramebuffers(1, &defaultFramebuffer_);
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NSAssert( defaultFramebuffer_, @"Can't create default frame buffer");
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glGenRenderbuffers(1, &colorRenderbuffer_);
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NSAssert( colorRenderbuffer_, @"Can't create default render buffer");
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer_);
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glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer_);
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if (multiSampling_)
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{
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GLint maxSamplesAllowed;
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glGetIntegerv(GL_MAX_SAMPLES_APPLE, &maxSamplesAllowed);
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samplesToUse_ = MIN(maxSamplesAllowed,requestedSamples);
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/* Create the MSAA framebuffer (offscreen) */
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glGenFramebuffers(1, &msaaFramebuffer_);
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NSAssert( msaaFramebuffer_, @"Can't create default MSAA frame buffer");
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glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer_);
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}
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CHECK_GL_ERROR();
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}
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return self;
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}
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- (BOOL)resizeFromLayer:(CAEAGLLayer *)layer
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{
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// Allocate color buffer backing based on the current layer size
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glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);
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if( ! [context_ renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer] )
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{
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NSLog(@"failed to call context");
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}
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth_);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight_);
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NSLog(@"cocos2d: surface size: %dx%d", (int)backingWidth_, (int)backingHeight_);
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if (multiSampling_)
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{
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if ( msaaColorbuffer_) {
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glDeleteRenderbuffers(1, &msaaColorbuffer_);
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msaaColorbuffer_ = 0;
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}
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/* Create the offscreen MSAA color buffer.
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After rendering, the contents of this will be blitted into ColorRenderbuffer */
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//msaaFrameBuffer needs to be binded
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glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer_);
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glGenRenderbuffers(1, &msaaColorbuffer_);
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NSAssert(msaaFramebuffer_, @"Can't create MSAA color buffer");
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glBindRenderbuffer(GL_RENDERBUFFER, msaaColorbuffer_);
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glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, samplesToUse_, pixelFormat_ , backingWidth_, backingHeight_);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaColorbuffer_);
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GLenum error;
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if ( (error=glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
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{
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NSLog(@"Failed to make complete framebuffer object 0x%X", error);
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return NO;
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}
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}
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CHECK_GL_ERROR();
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if (depthFormat_)
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{
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if( ! depthBuffer_ ) {
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glGenRenderbuffers(1, &depthBuffer_);
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NSAssert(depthBuffer_, @"Can't create depth buffer");
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}
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glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer_);
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if( multiSampling_ )
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glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, samplesToUse_, depthFormat_,backingWidth_, backingHeight_);
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else
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glRenderbufferStorage(GL_RENDERBUFFER, depthFormat_, backingWidth_, backingHeight_);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer_);
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if (depthFormat_ == GL_DEPTH24_STENCIL8_OES) {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer_);
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}
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// bind color buffer
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glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);
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}
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CHECK_GL_ERROR();
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GLenum error;
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if( (error=glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
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{
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NSLog(@"Failed to make complete framebuffer object 0x%X", error);
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return NO;
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}
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return YES;
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}
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-(CGSize) backingSize
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{
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return CGSizeMake( backingWidth_, backingHeight_);
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}
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- (NSString*) description
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{
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return [NSString stringWithFormat:@"<%@ = %08X | size = %ix%i>", [self class], (unsigned int)self, backingWidth_, backingHeight_];
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}
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- (unsigned int) colorRenderBuffer
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{
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return colorRenderbuffer_;
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}
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- (unsigned int) defaultFrameBuffer
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{
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return defaultFramebuffer_;
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}
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- (unsigned int) msaaFrameBuffer
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{
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return msaaFramebuffer_;
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}
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- (unsigned int) msaaColorBuffer
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{
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return msaaColorbuffer_;
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}
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- (void)dealloc
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{
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// CCLOGINFO("deallocing CCES2Renderer: %p", self);
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// Tear down GL
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if (defaultFramebuffer_) {
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glDeleteFramebuffers(1, &defaultFramebuffer_);
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defaultFramebuffer_ = 0;
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}
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if (colorRenderbuffer_) {
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glDeleteRenderbuffers(1, &colorRenderbuffer_);
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colorRenderbuffer_ = 0;
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}
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if( depthBuffer_ ) {
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glDeleteRenderbuffers(1, &depthBuffer_ );
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depthBuffer_ = 0;
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}
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if ( msaaColorbuffer_)
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{
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glDeleteRenderbuffers(1, &msaaColorbuffer_);
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msaaColorbuffer_ = 0;
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}
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if ( msaaFramebuffer_)
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{
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glDeleteRenderbuffers(1, &msaaFramebuffer_);
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msaaFramebuffer_ = 0;
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}
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// Tear down context
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if ([EAGLContext currentContext] == context_)
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[EAGLContext setCurrentContext:nil];
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[context_ release];
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context_ = nil;
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[super dealloc];
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}
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@end
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2022-07-15 19:44:31 +08:00
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#endif // CC_PLATFORM_IOS
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