2012-07-21 12:23:40 +08:00
|
|
|
/****************************************************************************
|
2014-01-07 11:25:07 +08:00
|
|
|
Copyright (c) 2010-2012 cocos2d-x.org
|
2018-01-29 16:25:32 +08:00
|
|
|
Copyright (c) 2013-2016 Chukong Technologies Inc.
|
|
|
|
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
2022-04-27 18:24:33 +08:00
|
|
|
Copyright (c) 2020 C4games Ltd.
|
|
|
|
Copyright (c) 2021-2022 Bytedance Inc.
|
2014-01-07 11:25:07 +08:00
|
|
|
|
2022-10-01 16:24:52 +08:00
|
|
|
https://axmolengine.github.io/
|
2014-01-07 11:25:07 +08:00
|
|
|
|
|
|
|
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.
|
|
|
|
****************************************************************************/
|
2013-11-22 05:43:59 +08:00
|
|
|
|
2016-03-20 21:53:44 +08:00
|
|
|
#include "platform/desktop/CCGLViewImpl-desktop.h"
|
2014-09-10 07:50:02 +08:00
|
|
|
|
2016-07-12 03:13:56 +08:00
|
|
|
#include <cmath>
|
2014-09-10 07:50:02 +08:00
|
|
|
#include <unordered_map>
|
|
|
|
|
|
|
|
#include "platform/CCApplication.h"
|
2014-04-30 08:37:36 +08:00
|
|
|
#include "base/CCDirector.h"
|
|
|
|
#include "base/CCTouch.h"
|
|
|
|
#include "base/CCEventDispatcher.h"
|
|
|
|
#include "base/CCEventKeyboard.h"
|
|
|
|
#include "base/CCEventMouse.h"
|
2014-05-17 05:36:00 +08:00
|
|
|
#include "base/CCIMEDispatcher.h"
|
2014-07-14 20:45:24 +08:00
|
|
|
#include "base/ccUtils.h"
|
2014-08-10 00:42:21 +08:00
|
|
|
#include "base/ccUTF8.h"
|
2015-06-01 14:26:08 +08:00
|
|
|
#include "2d/CCCamera.h"
|
2020-10-17 16:32:16 +08:00
|
|
|
|
2021-07-07 14:09:11 +08:00
|
|
|
#include "renderer/backend/opengl/MacrosGL.h"
|
|
|
|
|
2020-10-17 16:32:16 +08:00
|
|
|
#if defined(_WIN32)
|
2021-12-25 10:04:45 +08:00
|
|
|
# include "glfw3ext.h"
|
2020-10-17 16:32:16 +08:00
|
|
|
#endif
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
#if AX_ICON_SET_SUPPORT
|
2021-12-25 10:04:45 +08:00
|
|
|
# include "platform/CCImage.h"
|
2022-07-15 19:17:01 +08:00
|
|
|
#endif /* AX_ICON_SET_SUPPORT */
|
2014-04-09 23:54:40 +08:00
|
|
|
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
#include "renderer/CCRenderer.h"
|
|
|
|
|
2022-07-11 17:50:21 +08:00
|
|
|
NS_AX_BEGIN
|
2012-09-04 02:06:04 +08:00
|
|
|
|
2020-09-04 17:58:34 +08:00
|
|
|
class GLFWEventHandler
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
static void onGLFWError(int errorID, const char* errorDesc)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
_view->onGLFWError(errorID, errorDesc);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void onGLFWMouseCallBack(GLFWwindow* window, int button, int action, int modify)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
_view->onGLFWMouseCallBack(window, button, action, modify);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void onGLFWMouseMoveCallBack(GLFWwindow* window, double x, double y)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
_view->onGLFWMouseMoveCallBack(window, x, y);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void onGLFWMouseScrollCallback(GLFWwindow* window, double x, double y)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
_view->onGLFWMouseScrollCallback(window, x, y);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void onGLFWKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
_view->onGLFWKeyCallback(window, key, scancode, action, mods);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void onGLFWCharCallback(GLFWwindow* window, unsigned int character)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
_view->onGLFWCharCallback(window, character);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void onGLFWWindowPosCallback(GLFWwindow* windows, int x, int y)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
_view->onGLFWWindowPosCallback(windows, x, y);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Notes: Unused on windows or macos Metal renderer backend
|
|
|
|
// static void onGLFWframebufferSize(GLFWwindow* window, int w, int h)
|
|
|
|
// {
|
|
|
|
// if (_view)
|
|
|
|
// _view->onGLFWframebufferSize(window, w, h);
|
|
|
|
// }
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
static void onGLFWWindowSizeCallback(GLFWwindow* window, int width, int height)
|
2020-09-04 17:58:34 +08:00
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
_view->onGLFWWindowSizeCallback(window, width, height);
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
static void setGLViewImpl(GLViewImpl* view) { _view = view; }
|
2020-09-04 17:58:34 +08:00
|
|
|
|
|
|
|
static void onGLFWWindowIconifyCallback(GLFWwindow* window, int iconified)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
{
|
|
|
|
_view->onGLFWWindowIconifyCallback(window, iconified);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void onGLFWWindowFocusCallback(GLFWwindow* window, int focused)
|
|
|
|
{
|
|
|
|
if (_view)
|
|
|
|
{
|
|
|
|
_view->onGLFWWindowFocusCallback(window, focused);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
static GLViewImpl* _view;
|
|
|
|
};
|
|
|
|
GLViewImpl* GLFWEventHandler::_view = nullptr;
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
const std::string GLViewImpl::EVENT_WINDOW_RESIZED = "glview_window_resized";
|
|
|
|
const std::string GLViewImpl::EVENT_WINDOW_FOCUSED = "glview_window_focused";
|
2016-09-21 11:32:33 +08:00
|
|
|
const std::string GLViewImpl::EVENT_WINDOW_UNFOCUSED = "glview_window_unfocused";
|
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
////////////////////////////////////////////////////
|
|
|
|
|
2014-01-23 09:58:12 +08:00
|
|
|
struct keyCodeItem
|
|
|
|
{
|
|
|
|
int glfwKeyCode;
|
|
|
|
EventKeyboard::KeyCode keyCode;
|
|
|
|
};
|
|
|
|
|
2014-01-23 10:27:42 +08:00
|
|
|
static std::unordered_map<int, EventKeyboard::KeyCode> g_keyCodeMap;
|
2013-09-03 18:22:03 +08:00
|
|
|
|
2014-01-23 09:58:12 +08:00
|
|
|
static keyCodeItem g_keyCodeStructArray[] = {
|
2013-09-03 18:22:03 +08:00
|
|
|
/* The unknown key */
|
2021-12-25 10:04:45 +08:00
|
|
|
{GLFW_KEY_UNKNOWN, EventKeyboard::KeyCode::KEY_NONE},
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2013-09-03 18:22:03 +08:00
|
|
|
/* Printable keys */
|
2021-12-25 10:04:45 +08:00
|
|
|
{GLFW_KEY_SPACE, EventKeyboard::KeyCode::KEY_SPACE},
|
|
|
|
{GLFW_KEY_APOSTROPHE, EventKeyboard::KeyCode::KEY_APOSTROPHE},
|
|
|
|
{GLFW_KEY_COMMA, EventKeyboard::KeyCode::KEY_COMMA},
|
|
|
|
{GLFW_KEY_MINUS, EventKeyboard::KeyCode::KEY_MINUS},
|
|
|
|
{GLFW_KEY_PERIOD, EventKeyboard::KeyCode::KEY_PERIOD},
|
|
|
|
{GLFW_KEY_SLASH, EventKeyboard::KeyCode::KEY_SLASH},
|
|
|
|
{GLFW_KEY_0, EventKeyboard::KeyCode::KEY_0},
|
|
|
|
{GLFW_KEY_1, EventKeyboard::KeyCode::KEY_1},
|
|
|
|
{GLFW_KEY_2, EventKeyboard::KeyCode::KEY_2},
|
|
|
|
{GLFW_KEY_3, EventKeyboard::KeyCode::KEY_3},
|
|
|
|
{GLFW_KEY_4, EventKeyboard::KeyCode::KEY_4},
|
|
|
|
{GLFW_KEY_5, EventKeyboard::KeyCode::KEY_5},
|
|
|
|
{GLFW_KEY_6, EventKeyboard::KeyCode::KEY_6},
|
|
|
|
{GLFW_KEY_7, EventKeyboard::KeyCode::KEY_7},
|
|
|
|
{GLFW_KEY_8, EventKeyboard::KeyCode::KEY_8},
|
|
|
|
{GLFW_KEY_9, EventKeyboard::KeyCode::KEY_9},
|
|
|
|
{GLFW_KEY_SEMICOLON, EventKeyboard::KeyCode::KEY_SEMICOLON},
|
|
|
|
{GLFW_KEY_EQUAL, EventKeyboard::KeyCode::KEY_EQUAL},
|
|
|
|
{GLFW_KEY_A, EventKeyboard::KeyCode::KEY_A},
|
|
|
|
{GLFW_KEY_B, EventKeyboard::KeyCode::KEY_B},
|
|
|
|
{GLFW_KEY_C, EventKeyboard::KeyCode::KEY_C},
|
|
|
|
{GLFW_KEY_D, EventKeyboard::KeyCode::KEY_D},
|
|
|
|
{GLFW_KEY_E, EventKeyboard::KeyCode::KEY_E},
|
|
|
|
{GLFW_KEY_F, EventKeyboard::KeyCode::KEY_F},
|
|
|
|
{GLFW_KEY_G, EventKeyboard::KeyCode::KEY_G},
|
|
|
|
{GLFW_KEY_H, EventKeyboard::KeyCode::KEY_H},
|
|
|
|
{GLFW_KEY_I, EventKeyboard::KeyCode::KEY_I},
|
|
|
|
{GLFW_KEY_J, EventKeyboard::KeyCode::KEY_J},
|
|
|
|
{GLFW_KEY_K, EventKeyboard::KeyCode::KEY_K},
|
|
|
|
{GLFW_KEY_L, EventKeyboard::KeyCode::KEY_L},
|
|
|
|
{GLFW_KEY_M, EventKeyboard::KeyCode::KEY_M},
|
|
|
|
{GLFW_KEY_N, EventKeyboard::KeyCode::KEY_N},
|
|
|
|
{GLFW_KEY_O, EventKeyboard::KeyCode::KEY_O},
|
|
|
|
{GLFW_KEY_P, EventKeyboard::KeyCode::KEY_P},
|
|
|
|
{GLFW_KEY_Q, EventKeyboard::KeyCode::KEY_Q},
|
|
|
|
{GLFW_KEY_R, EventKeyboard::KeyCode::KEY_R},
|
|
|
|
{GLFW_KEY_S, EventKeyboard::KeyCode::KEY_S},
|
|
|
|
{GLFW_KEY_T, EventKeyboard::KeyCode::KEY_T},
|
|
|
|
{GLFW_KEY_U, EventKeyboard::KeyCode::KEY_U},
|
|
|
|
{GLFW_KEY_V, EventKeyboard::KeyCode::KEY_V},
|
|
|
|
{GLFW_KEY_W, EventKeyboard::KeyCode::KEY_W},
|
|
|
|
{GLFW_KEY_X, EventKeyboard::KeyCode::KEY_X},
|
|
|
|
{GLFW_KEY_Y, EventKeyboard::KeyCode::KEY_Y},
|
|
|
|
{GLFW_KEY_Z, EventKeyboard::KeyCode::KEY_Z},
|
|
|
|
{GLFW_KEY_LEFT_BRACKET, EventKeyboard::KeyCode::KEY_LEFT_BRACKET},
|
|
|
|
{GLFW_KEY_BACKSLASH, EventKeyboard::KeyCode::KEY_BACK_SLASH},
|
|
|
|
{GLFW_KEY_RIGHT_BRACKET, EventKeyboard::KeyCode::KEY_RIGHT_BRACKET},
|
|
|
|
{GLFW_KEY_GRAVE_ACCENT, EventKeyboard::KeyCode::KEY_GRAVE},
|
|
|
|
{GLFW_KEY_WORLD_1, EventKeyboard::KeyCode::KEY_GRAVE},
|
|
|
|
{GLFW_KEY_WORLD_2, EventKeyboard::KeyCode::KEY_NONE},
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2013-09-03 18:22:03 +08:00
|
|
|
/* Function keys */
|
2021-12-25 10:04:45 +08:00
|
|
|
{GLFW_KEY_ESCAPE, EventKeyboard::KeyCode::KEY_ESCAPE},
|
|
|
|
{GLFW_KEY_ENTER, EventKeyboard::KeyCode::KEY_ENTER},
|
|
|
|
{GLFW_KEY_TAB, EventKeyboard::KeyCode::KEY_TAB},
|
|
|
|
{GLFW_KEY_BACKSPACE, EventKeyboard::KeyCode::KEY_BACKSPACE},
|
|
|
|
{GLFW_KEY_INSERT, EventKeyboard::KeyCode::KEY_INSERT},
|
|
|
|
{GLFW_KEY_DELETE, EventKeyboard::KeyCode::KEY_DELETE},
|
|
|
|
{GLFW_KEY_RIGHT, EventKeyboard::KeyCode::KEY_RIGHT_ARROW},
|
|
|
|
{GLFW_KEY_LEFT, EventKeyboard::KeyCode::KEY_LEFT_ARROW},
|
|
|
|
{GLFW_KEY_DOWN, EventKeyboard::KeyCode::KEY_DOWN_ARROW},
|
|
|
|
{GLFW_KEY_UP, EventKeyboard::KeyCode::KEY_UP_ARROW},
|
|
|
|
{GLFW_KEY_PAGE_UP, EventKeyboard::KeyCode::KEY_PG_UP},
|
|
|
|
{GLFW_KEY_PAGE_DOWN, EventKeyboard::KeyCode::KEY_PG_DOWN},
|
|
|
|
{GLFW_KEY_HOME, EventKeyboard::KeyCode::KEY_HOME},
|
|
|
|
{GLFW_KEY_END, EventKeyboard::KeyCode::KEY_END},
|
|
|
|
{GLFW_KEY_CAPS_LOCK, EventKeyboard::KeyCode::KEY_CAPS_LOCK},
|
|
|
|
{GLFW_KEY_SCROLL_LOCK, EventKeyboard::KeyCode::KEY_SCROLL_LOCK},
|
|
|
|
{GLFW_KEY_NUM_LOCK, EventKeyboard::KeyCode::KEY_NUM_LOCK},
|
|
|
|
{GLFW_KEY_PRINT_SCREEN, EventKeyboard::KeyCode::KEY_PRINT},
|
|
|
|
{GLFW_KEY_PAUSE, EventKeyboard::KeyCode::KEY_PAUSE},
|
|
|
|
{GLFW_KEY_F1, EventKeyboard::KeyCode::KEY_F1},
|
|
|
|
{GLFW_KEY_F2, EventKeyboard::KeyCode::KEY_F2},
|
|
|
|
{GLFW_KEY_F3, EventKeyboard::KeyCode::KEY_F3},
|
|
|
|
{GLFW_KEY_F4, EventKeyboard::KeyCode::KEY_F4},
|
|
|
|
{GLFW_KEY_F5, EventKeyboard::KeyCode::KEY_F5},
|
|
|
|
{GLFW_KEY_F6, EventKeyboard::KeyCode::KEY_F6},
|
|
|
|
{GLFW_KEY_F7, EventKeyboard::KeyCode::KEY_F7},
|
|
|
|
{GLFW_KEY_F8, EventKeyboard::KeyCode::KEY_F8},
|
|
|
|
{GLFW_KEY_F9, EventKeyboard::KeyCode::KEY_F9},
|
|
|
|
{GLFW_KEY_F10, EventKeyboard::KeyCode::KEY_F10},
|
|
|
|
{GLFW_KEY_F11, EventKeyboard::KeyCode::KEY_F11},
|
|
|
|
{GLFW_KEY_F12, EventKeyboard::KeyCode::KEY_F12},
|
|
|
|
{GLFW_KEY_F13, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F14, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F15, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F16, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F17, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F18, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F19, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F20, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F21, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F22, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F23, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F24, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_F25, EventKeyboard::KeyCode::KEY_NONE},
|
|
|
|
{GLFW_KEY_KP_0, EventKeyboard::KeyCode::KEY_0},
|
|
|
|
{GLFW_KEY_KP_1, EventKeyboard::KeyCode::KEY_1},
|
|
|
|
{GLFW_KEY_KP_2, EventKeyboard::KeyCode::KEY_2},
|
|
|
|
{GLFW_KEY_KP_3, EventKeyboard::KeyCode::KEY_3},
|
|
|
|
{GLFW_KEY_KP_4, EventKeyboard::KeyCode::KEY_4},
|
|
|
|
{GLFW_KEY_KP_5, EventKeyboard::KeyCode::KEY_5},
|
|
|
|
{GLFW_KEY_KP_6, EventKeyboard::KeyCode::KEY_6},
|
|
|
|
{GLFW_KEY_KP_7, EventKeyboard::KeyCode::KEY_7},
|
|
|
|
{GLFW_KEY_KP_8, EventKeyboard::KeyCode::KEY_8},
|
|
|
|
{GLFW_KEY_KP_9, EventKeyboard::KeyCode::KEY_9},
|
|
|
|
{GLFW_KEY_KP_DECIMAL, EventKeyboard::KeyCode::KEY_PERIOD},
|
|
|
|
{GLFW_KEY_KP_DIVIDE, EventKeyboard::KeyCode::KEY_KP_DIVIDE},
|
|
|
|
{GLFW_KEY_KP_MULTIPLY, EventKeyboard::KeyCode::KEY_KP_MULTIPLY},
|
|
|
|
{GLFW_KEY_KP_SUBTRACT, EventKeyboard::KeyCode::KEY_KP_MINUS},
|
|
|
|
{GLFW_KEY_KP_ADD, EventKeyboard::KeyCode::KEY_KP_PLUS},
|
|
|
|
{GLFW_KEY_KP_ENTER, EventKeyboard::KeyCode::KEY_KP_ENTER},
|
|
|
|
{GLFW_KEY_KP_EQUAL, EventKeyboard::KeyCode::KEY_EQUAL},
|
|
|
|
{GLFW_KEY_LEFT_SHIFT, EventKeyboard::KeyCode::KEY_LEFT_SHIFT},
|
|
|
|
{GLFW_KEY_LEFT_CONTROL, EventKeyboard::KeyCode::KEY_LEFT_CTRL},
|
|
|
|
{GLFW_KEY_LEFT_ALT, EventKeyboard::KeyCode::KEY_LEFT_ALT},
|
|
|
|
{GLFW_KEY_LEFT_SUPER, EventKeyboard::KeyCode::KEY_HYPER},
|
|
|
|
{GLFW_KEY_RIGHT_SHIFT, EventKeyboard::KeyCode::KEY_RIGHT_SHIFT},
|
|
|
|
{GLFW_KEY_RIGHT_CONTROL, EventKeyboard::KeyCode::KEY_RIGHT_CTRL},
|
|
|
|
{GLFW_KEY_RIGHT_ALT, EventKeyboard::KeyCode::KEY_RIGHT_ALT},
|
|
|
|
{GLFW_KEY_RIGHT_SUPER, EventKeyboard::KeyCode::KEY_HYPER},
|
|
|
|
{GLFW_KEY_MENU, EventKeyboard::KeyCode::KEY_MENU},
|
|
|
|
{GLFW_KEY_LAST, EventKeyboard::KeyCode::KEY_NONE}};
|
2013-09-03 18:22:03 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
//////////////////////////////////////////////////////////////////////////
|
2014-07-31 00:53:04 +08:00
|
|
|
// implement GLViewImpl
|
2014-03-07 13:50:50 +08:00
|
|
|
//////////////////////////////////////////////////////////////////////////
|
2013-09-03 18:22:03 +08:00
|
|
|
|
2015-11-17 13:38:42 +08:00
|
|
|
GLViewImpl::GLViewImpl(bool initglfw)
|
2021-12-25 10:04:45 +08:00
|
|
|
: _captured(false)
|
|
|
|
, _isInRetinaMonitor(false)
|
|
|
|
, _isRetinaEnabled(false)
|
|
|
|
, _retinaFactor(1)
|
|
|
|
, _frameZoomFactor(1.0f)
|
|
|
|
, _mainWindow(nullptr)
|
|
|
|
, _monitor(nullptr)
|
|
|
|
, _mouseX(0.0f)
|
|
|
|
, _mouseY(0.0f)
|
2013-07-12 13:11:21 +08:00
|
|
|
{
|
2022-04-27 18:24:33 +08:00
|
|
|
_viewName = "AX_10";
|
2014-03-07 13:50:50 +08:00
|
|
|
g_keyCodeMap.clear();
|
2022-07-21 19:19:08 +08:00
|
|
|
for (auto&& item : g_keyCodeStructArray)
|
2013-08-21 12:01:56 +08:00
|
|
|
{
|
2014-03-07 13:50:50 +08:00
|
|
|
g_keyCodeMap[item.glfwKeyCode] = item.keyCode;
|
2013-08-21 12:01:56 +08:00
|
|
|
}
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
GLFWEventHandler::setGLViewImpl(this);
|
2015-11-17 13:38:42 +08:00
|
|
|
if (initglfw)
|
|
|
|
{
|
|
|
|
glfwSetErrorCallback(GLFWEventHandler::onGLFWError);
|
2022-07-15 19:17:01 +08:00
|
|
|
#if defined(AX_USE_GLES) && GLFW_VERSION_MAJOR >= 3 && GLFW_VERSION_MINOR >= 4
|
2021-12-25 10:04:45 +08:00
|
|
|
glfwInitHint(GLFW_ANGLE_PLATFORM_TYPE, GLFW_ANGLE_PLATFORM_TYPE_D3D11); // since glfw-3.4
|
2020-07-03 11:08:39 +08:00
|
|
|
#endif
|
2020-10-17 16:32:16 +08:00
|
|
|
#if defined(_WIN32)
|
|
|
|
glfwxInit();
|
|
|
|
#else
|
2015-11-17 13:38:42 +08:00
|
|
|
glfwInit();
|
2020-10-17 16:32:16 +08:00
|
|
|
#endif
|
2015-11-17 13:38:42 +08:00
|
|
|
}
|
2014-01-14 13:59:00 +08:00
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
GLViewImpl::~GLViewImpl()
|
2014-01-14 13:59:00 +08:00
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
AXLOGINFO("deallocing GLViewImpl: %p", this);
|
2014-07-31 00:53:04 +08:00
|
|
|
GLFWEventHandler::setGLViewImpl(nullptr);
|
2020-10-17 16:32:16 +08:00
|
|
|
#if defined(_WIN32)
|
|
|
|
glfwxTerminate();
|
|
|
|
#else
|
2014-03-07 13:50:50 +08:00
|
|
|
glfwTerminate();
|
2020-10-17 16:32:16 +08:00
|
|
|
#endif
|
2014-02-10 18:15:30 +08:00
|
|
|
}
|
2014-01-14 13:59:00 +08:00
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
GLViewImpl* GLViewImpl::create(std::string_view viewName)
|
2016-06-02 15:46:22 +08:00
|
|
|
{
|
|
|
|
return GLViewImpl::create(viewName, false);
|
|
|
|
}
|
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
GLViewImpl* GLViewImpl::create(std::string_view viewName, bool resizable)
|
2014-01-24 07:36:55 +08:00
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
auto ret = new GLViewImpl;
|
2021-12-25 10:04:45 +08:00
|
|
|
if (ret->initWithRect(viewName, Rect(0, 0, 960, 640), 1.0f, resizable))
|
|
|
|
{
|
2014-01-24 07:36:55 +08:00
|
|
|
ret->autorelease();
|
|
|
|
return ret;
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
AX_SAFE_DELETE(ret);
|
2014-01-24 07:36:55 +08:00
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
GLViewImpl* GLViewImpl::createWithRect(std::string_view viewName, Rect rect, float frameZoomFactor, bool resizable)
|
2014-01-24 07:36:55 +08:00
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
auto ret = new GLViewImpl;
|
2021-12-25 10:04:45 +08:00
|
|
|
if (ret->initWithRect(viewName, rect, frameZoomFactor, resizable))
|
|
|
|
{
|
2014-01-24 07:36:55 +08:00
|
|
|
ret->autorelease();
|
|
|
|
return ret;
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
AX_SAFE_DELETE(ret);
|
2014-01-24 07:36:55 +08:00
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
GLViewImpl* GLViewImpl::createWithFullScreen(std::string_view viewName)
|
2014-01-24 07:36:55 +08:00
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
auto ret = new GLViewImpl();
|
2021-12-25 10:04:45 +08:00
|
|
|
if (ret->initWithFullScreen(viewName))
|
|
|
|
{
|
2014-01-24 07:36:55 +08:00
|
|
|
ret->autorelease();
|
|
|
|
return ret;
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
AX_SAFE_DELETE(ret);
|
2014-01-24 07:36:55 +08:00
|
|
|
return nullptr;
|
|
|
|
}
|
2013-08-21 12:01:56 +08:00
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
GLViewImpl* GLViewImpl::createWithFullScreen(std::string_view viewName,
|
2021-12-25 10:04:45 +08:00
|
|
|
const GLFWvidmode& videoMode,
|
|
|
|
GLFWmonitor* monitor)
|
2014-04-09 01:33:24 +08:00
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
auto ret = new GLViewImpl();
|
2021-12-25 10:04:45 +08:00
|
|
|
if (ret->initWithFullscreen(viewName, videoMode, monitor))
|
|
|
|
{
|
2014-04-09 01:33:24 +08:00
|
|
|
ret->autorelease();
|
|
|
|
return ret;
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
AX_SAFE_DELETE(ret);
|
2014-04-09 01:33:24 +08:00
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
bool GLViewImpl::initWithRect(std::string_view viewName, Rect rect, float frameZoomFactor, bool resizable)
|
2012-07-21 12:23:40 +08:00
|
|
|
{
|
2013-08-29 11:36:16 +08:00
|
|
|
setViewName(viewName);
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
_frameZoomFactor = frameZoomFactor;
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
#if defined(AX_USE_GLES)
|
2020-06-12 12:42:58 +08:00
|
|
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
|
|
#endif
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
glfwWindowHint(GLFW_RESIZABLE, resizable ? GL_TRUE : GL_FALSE);
|
|
|
|
glfwWindowHint(GLFW_RED_BITS, _glContextAttrs.redBits);
|
|
|
|
glfwWindowHint(GLFW_GREEN_BITS, _glContextAttrs.greenBits);
|
|
|
|
glfwWindowHint(GLFW_BLUE_BITS, _glContextAttrs.blueBits);
|
|
|
|
glfwWindowHint(GLFW_ALPHA_BITS, _glContextAttrs.alphaBits);
|
|
|
|
glfwWindowHint(GLFW_DEPTH_BITS, _glContextAttrs.depthBits);
|
|
|
|
glfwWindowHint(GLFW_STENCIL_BITS, _glContextAttrs.stencilBits);
|
|
|
|
|
2018-01-19 09:28:22 +08:00
|
|
|
glfwWindowHint(GLFW_SAMPLES, _glContextAttrs.multisamplingCount);
|
2020-10-17 16:32:16 +08:00
|
|
|
|
|
|
|
glfwWindowHint(GLFW_VISIBLE, _glContextAttrs.visible);
|
|
|
|
glfwWindowHint(GLFW_DECORATED, _glContextAttrs.decorated);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
#if (AX_TARGET_PLATFORM == AX_PLATFORM_MAC)
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
// Don't create gl context.
|
|
|
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
|
|
|
#endif
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
int neededWidth = (int)(rect.size.width * _frameZoomFactor);
|
2019-10-09 17:50:32 +08:00
|
|
|
int neededHeight = (int)(rect.size.height * _frameZoomFactor);
|
2015-04-06 19:24:22 +08:00
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
|
2020-10-17 16:32:16 +08:00
|
|
|
glfwxSetParent((HWND)_glContextAttrs.viewParent);
|
|
|
|
#endif
|
|
|
|
|
2016-07-20 09:26:14 +08:00
|
|
|
_mainWindow = glfwCreateWindow(neededWidth, neededHeight, _viewName.c_str(), _monitor, nullptr);
|
2015-04-06 19:24:22 +08:00
|
|
|
|
2015-08-06 04:06:16 +08:00
|
|
|
if (_mainWindow == nullptr)
|
|
|
|
{
|
|
|
|
std::string message = "Can't create window";
|
|
|
|
if (!_glfwError.empty())
|
|
|
|
{
|
|
|
|
message.append("\nMore info: \n");
|
|
|
|
message.append(_glfwError);
|
|
|
|
}
|
|
|
|
|
2019-10-17 14:28:35 +08:00
|
|
|
ccMessageBox(message.c_str(), "Error launch application");
|
2021-12-25 10:04:45 +08:00
|
|
|
utils::killCurrentProcess(); // kill current process, don't cause crash when driver issue.
|
2015-08-06 04:06:16 +08:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2015-04-06 19:24:22 +08:00
|
|
|
/*
|
2021-12-25 10:04:45 +08:00
|
|
|
* Note that the created window and context may differ from what you requested,
|
|
|
|
* as not all parameters and hints are
|
|
|
|
* [hard constraints](@ref window_hints_hard). This includes the size of the
|
|
|
|
* window, especially for full screen windows. To retrieve the actual
|
|
|
|
* attributes of the created window and context, use queries like @ref
|
|
|
|
* glfwGetWindowAttrib and @ref glfwGetWindowSize.
|
|
|
|
*
|
|
|
|
* see declaration glfwCreateWindow
|
|
|
|
*/
|
2015-04-06 19:24:22 +08:00
|
|
|
int realW = 0, realH = 0;
|
|
|
|
glfwGetWindowSize(_mainWindow, &realW, &realH);
|
2016-07-20 09:26:14 +08:00
|
|
|
if (realW != neededWidth)
|
2015-04-06 19:24:22 +08:00
|
|
|
{
|
|
|
|
rect.size.width = realW / _frameZoomFactor;
|
|
|
|
}
|
2016-07-20 09:26:14 +08:00
|
|
|
if (realH != neededHeight)
|
2015-04-06 19:24:22 +08:00
|
|
|
{
|
|
|
|
rect.size.height = realH / _frameZoomFactor;
|
|
|
|
}
|
|
|
|
|
2013-08-21 12:01:56 +08:00
|
|
|
glfwMakeContextCurrent(_mainWindow);
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
glfwSetMouseButtonCallback(_mainWindow, GLFWEventHandler::onGLFWMouseCallBack);
|
|
|
|
glfwSetCursorPosCallback(_mainWindow, GLFWEventHandler::onGLFWMouseMoveCallBack);
|
|
|
|
glfwSetScrollCallback(_mainWindow, GLFWEventHandler::onGLFWMouseScrollCallback);
|
|
|
|
glfwSetCharCallback(_mainWindow, GLFWEventHandler::onGLFWCharCallback);
|
|
|
|
glfwSetKeyCallback(_mainWindow, GLFWEventHandler::onGLFWKeyCallback);
|
|
|
|
glfwSetWindowPosCallback(_mainWindow, GLFWEventHandler::onGLFWWindowPosCallback);
|
2020-06-12 12:42:58 +08:00
|
|
|
glfwSetWindowSizeCallback(_mainWindow, GLFWEventHandler::onGLFWWindowSizeCallback);
|
2014-08-14 15:48:09 +08:00
|
|
|
glfwSetWindowIconifyCallback(_mainWindow, GLFWEventHandler::onGLFWWindowIconifyCallback);
|
2016-09-21 11:32:33 +08:00
|
|
|
glfwSetWindowFocusCallback(_mainWindow, GLFWEventHandler::onGLFWWindowFocusCallback);
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
setFrameSize(rect.size.width, rect.size.height);
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2020-02-15 23:51:23 +08:00
|
|
|
loadGL();
|
2020-06-12 12:42:58 +08:00
|
|
|
|
2013-08-21 12:01:56 +08:00
|
|
|
// check OpenGL version at first
|
|
|
|
const GLubyte* glVersion = glGetString(GL_VERSION);
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
if (utils::atof((const char*)glVersion) < 1.5 && nullptr == strstr((const char*)glVersion, "ANGLE"))
|
2013-08-21 12:01:56 +08:00
|
|
|
{
|
|
|
|
char strComplain[256] = {0};
|
|
|
|
sprintf(strComplain,
|
|
|
|
"OpenGL 1.5 or higher is required (your version is %s). Please upgrade the driver of your video card.",
|
|
|
|
glVersion);
|
2019-10-17 14:28:35 +08:00
|
|
|
ccMessageBox(strComplain, "OpenGL version too old");
|
2021-12-25 10:04:45 +08:00
|
|
|
utils::killCurrentProcess(); // kill current process, don't cause crash when driver issue.
|
|
|
|
return false;
|
2013-08-21 12:01:56 +08:00
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2020-06-12 12:42:58 +08:00
|
|
|
// Will cause OpenGL error 0x0500 when use ANGLE-GLES on desktop
|
2022-11-10 22:03:40 +08:00
|
|
|
#if !defined(AX_USE_GLES)
|
2014-01-23 15:56:12 +08:00
|
|
|
// Enable point size by default.
|
2021-12-25 10:04:45 +08:00
|
|
|
# if defined(GL_VERSION_2_0)
|
2013-08-21 12:01:56 +08:00
|
|
|
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
2021-12-25 10:04:45 +08:00
|
|
|
# else
|
2020-02-15 23:51:23 +08:00
|
|
|
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
|
2021-12-25 10:04:45 +08:00
|
|
|
# endif
|
2020-06-12 12:42:58 +08:00
|
|
|
if (_glContextAttrs.multisamplingCount > 0)
|
2018-01-19 09:28:22 +08:00
|
|
|
glEnable(GL_MULTISAMPLE);
|
2020-06-12 12:42:58 +08:00
|
|
|
#endif
|
2020-02-15 23:51:23 +08:00
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
#if AX_TARGET_PLATFORM == AX_PLATFORM_WIN32 || AX_TARGET_PLATFORM == AX_PLATFORM_LINUX
|
2022-07-01 17:55:54 +08:00
|
|
|
glfwSwapInterval(_glContextAttrs.vsync ? 1 : 0);
|
2020-10-17 16:32:16 +08:00
|
|
|
#endif
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
// // GLFW v3.2 no longer emits "onGLFWWindowSizeFunCallback" at creation time. Force default viewport:
|
|
|
|
// setViewPortInPoints(0, 0, neededWidth, neededHeight);
|
|
|
|
//
|
2013-08-21 12:01:56 +08:00
|
|
|
return true;
|
2012-07-21 12:23:40 +08:00
|
|
|
}
|
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
bool GLViewImpl::initWithFullScreen(std::string_view viewName)
|
2014-01-23 15:56:12 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
// Create fullscreen window on primary monitor at its current video mode.
|
2014-04-09 01:33:24 +08:00
|
|
|
_monitor = glfwGetPrimaryMonitor();
|
|
|
|
if (nullptr == _monitor)
|
2014-01-23 15:56:12 +08:00
|
|
|
return false;
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-04-09 01:33:24 +08:00
|
|
|
const GLFWvidmode* videoMode = glfwGetVideoMode(_monitor);
|
2019-10-09 17:50:32 +08:00
|
|
|
return initWithRect(viewName, Rect(0, 0, (float)videoMode->width, (float)videoMode->height), 1.0f, false);
|
2014-01-23 15:56:12 +08:00
|
|
|
}
|
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
bool GLViewImpl::initWithFullscreen(std::string_view viewname, const GLFWvidmode& videoMode, GLFWmonitor* monitor)
|
2014-04-09 01:33:24 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
// Create fullscreen on specified monitor at the specified video mode.
|
2014-04-09 01:33:24 +08:00
|
|
|
_monitor = monitor;
|
|
|
|
if (nullptr == _monitor)
|
|
|
|
return false;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
// These are soft constraints. If the video mode is retrieved at runtime, the resulting window and context should
|
|
|
|
// match these exactly. If invalid attribs are passed (eg. from an outdated cache), window creation will NOT fail
|
|
|
|
// but the actual window/context may differ.
|
2014-04-09 01:33:24 +08:00
|
|
|
glfwWindowHint(GLFW_REFRESH_RATE, videoMode.refreshRate);
|
|
|
|
glfwWindowHint(GLFW_RED_BITS, videoMode.redBits);
|
|
|
|
glfwWindowHint(GLFW_BLUE_BITS, videoMode.blueBits);
|
|
|
|
glfwWindowHint(GLFW_GREEN_BITS, videoMode.greenBits);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2019-10-09 17:50:32 +08:00
|
|
|
return initWithRect(viewname, Rect(0, 0, (float)videoMode.width, (float)videoMode.height), 1.0f, false);
|
2014-04-09 01:33:24 +08:00
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
bool GLViewImpl::isOpenGLReady()
|
2012-07-21 12:23:40 +08:00
|
|
|
{
|
2013-08-21 12:01:56 +08:00
|
|
|
return nullptr != _mainWindow;
|
2012-07-21 12:23:40 +08:00
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::end()
|
2012-07-21 12:23:40 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
if (_mainWindow)
|
2014-02-02 04:10:00 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
glfwSetWindowShouldClose(_mainWindow, 1);
|
2014-02-02 04:10:00 +08:00
|
|
|
_mainWindow = nullptr;
|
|
|
|
}
|
2014-07-31 00:53:04 +08:00
|
|
|
// Release self. Otherwise, GLViewImpl could not be freed.
|
2014-03-12 21:45:57 +08:00
|
|
|
release();
|
2012-07-21 12:23:40 +08:00
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::swapBuffers()
|
2012-07-21 12:23:40 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
if (_mainWindow)
|
2013-08-21 12:01:56 +08:00
|
|
|
glfwSwapBuffers(_mainWindow);
|
2012-07-21 12:23:40 +08:00
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
bool GLViewImpl::windowShouldClose()
|
2012-07-21 12:23:40 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
if (_mainWindow)
|
2014-03-14 15:38:43 +08:00
|
|
|
return glfwWindowShouldClose(_mainWindow) ? true : false;
|
2012-07-21 12:23:40 +08:00
|
|
|
else
|
2013-08-21 12:01:56 +08:00
|
|
|
return true;
|
2012-07-21 12:23:40 +08:00
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::pollEvents()
|
2013-08-21 12:01:56 +08:00
|
|
|
{
|
|
|
|
glfwPollEvents();
|
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::enableRetina(bool enabled)
|
2021-12-25 10:04:45 +08:00
|
|
|
{ // official v4 comment follow sources
|
2022-07-15 19:17:01 +08:00
|
|
|
// #if (AX_TARGET_PLATFORM == AX_PLATFORM_MAC)
|
2021-12-28 11:00:34 +08:00
|
|
|
// _isRetinaEnabled = enabled;
|
|
|
|
// if (_isRetinaEnabled)
|
|
|
|
// {
|
|
|
|
// _retinaFactor = 1;
|
|
|
|
// }
|
|
|
|
// else
|
|
|
|
// {
|
|
|
|
// _retinaFactor = 2;
|
|
|
|
// }
|
|
|
|
// updateFrameSize();
|
|
|
|
// #endif
|
2014-03-07 13:50:50 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setIMEKeyboardState(bool /*bOpen*/) {}
|
2013-08-21 12:01:56 +08:00
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
#if AX_ICON_SET_SUPPORT
|
2021-12-26 23:26:34 +08:00
|
|
|
void GLViewImpl::setIcon(std::string_view filename) const
|
2021-12-25 10:04:45 +08:00
|
|
|
{
|
2021-12-26 23:26:34 +08:00
|
|
|
this->setIcon(std::vector<std::string_view>{filename});
|
2018-05-23 09:29:49 +08:00
|
|
|
}
|
|
|
|
|
2021-12-26 23:26:34 +08:00
|
|
|
void GLViewImpl::setIcon(const std::vector<std::string_view>& filelist) const
|
2021-12-25 10:04:45 +08:00
|
|
|
{
|
|
|
|
if (filelist.empty())
|
|
|
|
return;
|
2018-05-23 09:29:49 +08:00
|
|
|
std::vector<Image*> icons;
|
2021-12-25 10:04:45 +08:00
|
|
|
for (auto const& filename : filelist)
|
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
Image* icon = new Image();
|
2021-12-25 10:04:45 +08:00
|
|
|
if (icon->initWithImageFile(filename))
|
|
|
|
{
|
2022-08-08 13:18:33 +08:00
|
|
|
icons.emplace_back(icon);
|
2021-12-25 10:04:45 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
AX_SAFE_DELETE(icon);
|
2018-05-23 09:29:49 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
if (icons.empty())
|
|
|
|
return; // No valid images
|
2018-05-23 09:29:49 +08:00
|
|
|
size_t iconsCount = icons.size();
|
2021-12-25 10:04:45 +08:00
|
|
|
auto images = new GLFWimage[iconsCount];
|
|
|
|
for (size_t i = 0; i < iconsCount; i++)
|
|
|
|
{
|
|
|
|
auto& image = images[i];
|
|
|
|
auto& icon = icons[i];
|
|
|
|
image.width = icon->getWidth();
|
2018-05-23 09:29:49 +08:00
|
|
|
image.height = icon->getHeight();
|
|
|
|
image.pixels = icon->getData();
|
|
|
|
};
|
|
|
|
|
|
|
|
GLFWwindow* window = this->getWindow();
|
|
|
|
glfwSetWindowIcon(window, iconsCount, images);
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
AX_SAFE_DELETE_ARRAY(images);
|
2022-07-21 19:19:08 +08:00
|
|
|
for (auto&& icon : icons)
|
2021-12-25 10:04:45 +08:00
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
AX_SAFE_DELETE(icon);
|
2018-05-23 09:29:49 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setDefaultIcon() const
|
|
|
|
{
|
2018-05-23 09:29:49 +08:00
|
|
|
GLFWwindow* window = this->getWindow();
|
|
|
|
glfwSetWindowIcon(window, 0, nullptr);
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
#endif /* AX_ICON_SET_SUPPORT */
|
2018-05-23 09:29:49 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setCursorVisible(bool isVisible)
|
2015-02-12 09:21:04 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
if (_mainWindow == NULL)
|
2015-02-12 09:21:04 +08:00
|
|
|
return;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
if (isVisible)
|
2015-02-12 09:21:04 +08:00
|
|
|
glfwSetInputMode(_mainWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
|
|
else
|
|
|
|
glfwSetInputMode(_mainWindow, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::setFrameZoomFactor(float zoomFactor)
|
2013-08-21 12:01:56 +08:00
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
AXASSERT(zoomFactor > 0.0f, "zoomFactor must be larger than 0");
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2016-07-12 03:13:56 +08:00
|
|
|
if (std::abs(_frameZoomFactor - zoomFactor) < FLT_EPSILON)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2013-12-18 17:47:20 +08:00
|
|
|
_frameZoomFactor = zoomFactor;
|
2014-03-07 13:50:50 +08:00
|
|
|
updateFrameSize();
|
2013-08-21 12:01:56 +08:00
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
float GLViewImpl::getFrameZoomFactor() const
|
2013-08-21 12:01:56 +08:00
|
|
|
{
|
|
|
|
return _frameZoomFactor;
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
bool GLViewImpl::isFullscreen() const
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
return (_monitor != nullptr);
|
|
|
|
}
|
|
|
|
|
2020-08-02 16:18:39 +08:00
|
|
|
void GLViewImpl::setFullscreen()
|
|
|
|
{
|
2020-08-02 16:36:58 +08:00
|
|
|
setFullscreen(-1, -1, -1);
|
2020-08-02 16:18:39 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setFullscreen(int w, int h, int refreshRate)
|
|
|
|
{
|
2020-08-03 10:33:04 +08:00
|
|
|
auto monitor = glfwGetPrimaryMonitor();
|
2021-12-25 10:04:45 +08:00
|
|
|
if (nullptr == monitor || monitor == _monitor)
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
return;
|
|
|
|
}
|
2020-08-03 10:33:04 +08:00
|
|
|
this->setFullscreen(monitor, w, h, refreshRate);
|
2020-08-02 16:18:39 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
void GLViewImpl::setFullscreen(int monitorIndex)
|
|
|
|
{
|
2020-08-02 16:36:58 +08:00
|
|
|
setFullscreen(monitorIndex, -1, -1, -1);
|
2016-10-31 14:02:02 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setFullscreen(int monitorIndex, int w, int h, int refreshRate)
|
|
|
|
{
|
|
|
|
int count = 0;
|
2016-10-31 14:02:02 +08:00
|
|
|
GLFWmonitor** monitors = glfwGetMonitors(&count);
|
2021-12-25 10:04:45 +08:00
|
|
|
if (monitorIndex < 0 || monitorIndex >= count)
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
GLFWmonitor* monitor = monitors[monitorIndex];
|
2021-12-25 10:04:45 +08:00
|
|
|
if (nullptr == monitor || _monitor == monitor)
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
return;
|
|
|
|
}
|
2020-08-02 16:18:39 +08:00
|
|
|
this->setFullscreen(monitor, w, h, refreshRate);
|
2016-10-31 14:02:02 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setFullscreen(GLFWmonitor* monitor, int w, int h, int refreshRate)
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
_monitor = monitor;
|
2020-08-02 16:36:58 +08:00
|
|
|
|
2020-08-02 16:48:19 +08:00
|
|
|
const GLFWvidmode* videoMode = glfwGetVideoMode(_monitor);
|
|
|
|
if (w == -1)
|
2020-08-02 16:36:58 +08:00
|
|
|
w = videoMode->width;
|
2020-08-02 16:48:19 +08:00
|
|
|
if (h == -1)
|
2020-08-02 16:36:58 +08:00
|
|
|
h = videoMode->height;
|
2020-08-02 16:48:19 +08:00
|
|
|
if (refreshRate == -1)
|
2020-08-02 16:36:58 +08:00
|
|
|
refreshRate = videoMode->refreshRate;
|
|
|
|
|
2020-08-02 16:18:39 +08:00
|
|
|
glfwSetWindowMonitor(_mainWindow, _monitor, 0, 0, w, h, refreshRate);
|
2020-08-02 11:54:46 +08:00
|
|
|
|
|
|
|
updateWindowSize();
|
2016-10-31 14:02:02 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setWindowed(int width, int height)
|
|
|
|
{
|
|
|
|
if (!this->isFullscreen())
|
|
|
|
{
|
2019-10-09 17:50:32 +08:00
|
|
|
this->setFrameSize((float)width, (float)height);
|
2021-12-25 10:04:45 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
const GLFWvidmode* videoMode = glfwGetVideoMode(_monitor);
|
|
|
|
int xpos = 0, ypos = 0;
|
|
|
|
glfwGetMonitorPos(_monitor, &xpos, &ypos);
|
2019-10-09 17:50:32 +08:00
|
|
|
xpos += (int)((videoMode->width - width) * 0.5f);
|
|
|
|
ypos += (int)((videoMode->height - height) * 0.5f);
|
2016-10-31 14:02:02 +08:00
|
|
|
_monitor = nullptr;
|
|
|
|
glfwSetWindowMonitor(_mainWindow, nullptr, xpos, ypos, width, height, GLFW_DONT_CARE);
|
2022-07-15 19:17:01 +08:00
|
|
|
#if (AX_TARGET_PLATFORM == AX_PLATFORM_MAC)
|
2016-10-31 14:02:02 +08:00
|
|
|
// on mac window will sometimes lose title when windowed
|
|
|
|
glfwSetWindowTitle(_mainWindow, _viewName.c_str());
|
|
|
|
#endif
|
2020-08-02 11:54:46 +08:00
|
|
|
|
|
|
|
updateWindowSize();
|
2016-10-31 14:02:02 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-08-02 11:54:46 +08:00
|
|
|
void GLViewImpl::updateWindowSize()
|
|
|
|
{
|
|
|
|
int w = 0, h = 0;
|
|
|
|
glfwGetFramebufferSize(_mainWindow, &w, &h);
|
2021-12-25 10:04:45 +08:00
|
|
|
int frameWidth = w / _frameZoomFactor;
|
2020-08-02 11:54:46 +08:00
|
|
|
int frameHeight = h / _frameZoomFactor;
|
|
|
|
setFrameSize(frameWidth, frameHeight);
|
|
|
|
updateDesignResolutionSize();
|
|
|
|
Director::getInstance()->getEventDispatcher()->dispatchCustomEvent(GLViewImpl::EVENT_WINDOW_RESIZED, nullptr);
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
int GLViewImpl::getMonitorCount() const
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
int count = 0;
|
|
|
|
glfwGetMonitors(&count);
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
Vec2 GLViewImpl::getMonitorSize() const
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
GLFWmonitor* monitor = _monitor;
|
2021-12-25 10:04:45 +08:00
|
|
|
if (nullptr == monitor)
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
GLFWwindow* window = this->getWindow();
|
2021-12-25 10:04:45 +08:00
|
|
|
monitor = glfwGetWindowMonitor(window);
|
2016-10-31 14:02:02 +08:00
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
if (nullptr == monitor)
|
|
|
|
{
|
2017-08-22 14:06:53 +08:00
|
|
|
monitor = glfwGetPrimaryMonitor();
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
if (nullptr != monitor)
|
|
|
|
{
|
2016-10-31 14:02:02 +08:00
|
|
|
const GLFWvidmode* videoMode = glfwGetVideoMode(monitor);
|
2021-12-25 10:04:45 +08:00
|
|
|
Vec2 size = Vec2((float)videoMode->width, (float)videoMode->height);
|
2016-10-31 14:02:02 +08:00
|
|
|
return size;
|
|
|
|
}
|
2021-10-23 23:27:14 +08:00
|
|
|
return Vec2::ZERO;
|
2016-10-31 14:02:02 +08:00
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::updateFrameSize()
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
if (_screenSize.width > 0 && _screenSize.height > 0)
|
|
|
|
{
|
|
|
|
int w = 0, h = 0;
|
|
|
|
glfwGetWindowSize(_mainWindow, &w, &h);
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
int frameBufferW = 0, frameBufferH = 0;
|
|
|
|
glfwGetFramebufferSize(_mainWindow, &frameBufferW, &frameBufferH);
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2020-08-02 11:54:46 +08:00
|
|
|
if (frameBufferW == 2 * w && frameBufferH == 2 * h)
|
|
|
|
{
|
|
|
|
if (_isRetinaEnabled)
|
|
|
|
{
|
|
|
|
_retinaFactor = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
_retinaFactor = 2;
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
glfwSetWindowSize(_mainWindow, _screenSize.width / 2 * _retinaFactor * _frameZoomFactor,
|
|
|
|
_screenSize.height / 2 * _retinaFactor * _frameZoomFactor);
|
2020-08-02 11:54:46 +08:00
|
|
|
|
|
|
|
_isInRetinaMonitor = true;
|
|
|
|
}
|
|
|
|
else
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
if (_isInRetinaMonitor)
|
|
|
|
{
|
|
|
|
_retinaFactor = 1;
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
glfwSetWindowSize(_mainWindow, (int)(_screenSize.width * _retinaFactor * _frameZoomFactor),
|
|
|
|
(int)(_screenSize.height * _retinaFactor * _frameZoomFactor));
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
_isInRetinaMonitor = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::setFrameSize(float width, float height)
|
2013-08-21 12:01:56 +08:00
|
|
|
{
|
2014-07-31 00:53:04 +08:00
|
|
|
GLView::setFrameSize(width, height);
|
2014-03-07 13:50:50 +08:00
|
|
|
updateFrameSize();
|
2013-08-21 12:01:56 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setViewPortInPoints(float x, float y, float w, float h)
|
2013-08-21 12:01:56 +08:00
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
Viewport vp;
|
2021-12-25 10:04:45 +08:00
|
|
|
vp.x = (int)(x * _scaleX * _retinaFactor * _frameZoomFactor +
|
|
|
|
_viewPortRect.origin.x * _retinaFactor * _frameZoomFactor);
|
|
|
|
vp.y = (int)(y * _scaleY * _retinaFactor * _frameZoomFactor +
|
|
|
|
_viewPortRect.origin.y * _retinaFactor * _frameZoomFactor);
|
2019-10-09 17:50:32 +08:00
|
|
|
vp.w = (unsigned int)(w * _scaleX * _retinaFactor * _frameZoomFactor);
|
|
|
|
vp.h = (unsigned int)(h * _scaleY * _retinaFactor * _frameZoomFactor);
|
2015-06-01 14:26:08 +08:00
|
|
|
Camera::setDefaultViewport(vp);
|
2012-10-19 11:33:06 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void GLViewImpl::setScissorInPoints(float x, float y, float w, float h)
|
2012-10-24 10:03:19 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
auto x1 = (int)(x * _scaleX * _retinaFactor * _frameZoomFactor +
|
|
|
|
_viewPortRect.origin.x * _retinaFactor * _frameZoomFactor);
|
|
|
|
auto y1 = (int)(y * _scaleY * _retinaFactor * _frameZoomFactor +
|
|
|
|
_viewPortRect.origin.y * _retinaFactor * _frameZoomFactor);
|
|
|
|
auto width1 = (unsigned int)(w * _scaleX * _retinaFactor * _frameZoomFactor);
|
|
|
|
auto height1 = (unsigned int)(h * _scaleY * _retinaFactor * _frameZoomFactor);
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
auto renderer = Director::getInstance()->getRenderer();
|
|
|
|
renderer->setScissorRect(x1, y1, width1, height1);
|
2014-03-07 13:50:50 +08:00
|
|
|
}
|
|
|
|
|
2015-07-29 18:43:11 +08:00
|
|
|
Rect GLViewImpl::getScissorRect() const
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
auto renderer = Director::getInstance()->getRenderer();
|
2021-12-25 10:04:45 +08:00
|
|
|
auto& rect = renderer->getScissorRect();
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
float x = (rect.x - _viewPortRect.origin.x * _retinaFactor * _frameZoomFactor) /
|
|
|
|
(_scaleX * _retinaFactor * _frameZoomFactor);
|
|
|
|
float y = (rect.y - _viewPortRect.origin.y * _retinaFactor * _frameZoomFactor) /
|
|
|
|
(_scaleY * _retinaFactor * _frameZoomFactor);
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
float w = rect.width / (_scaleX * _retinaFactor * _frameZoomFactor);
|
2021-12-25 10:04:45 +08:00
|
|
|
float h = rect.height / (_scaleY * _retinaFactor * _frameZoomFactor);
|
2015-07-29 18:43:11 +08:00
|
|
|
return Rect(x, y, w, h);
|
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::onGLFWError(int errorID, const char* errorDesc)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2016-04-18 17:15:56 +08:00
|
|
|
if (_mainWindow)
|
|
|
|
{
|
|
|
|
_glfwError = StringUtils::format("GLFWError #%d Happen, %s", errorID, errorDesc);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
_glfwError.append(StringUtils::format("GLFWError #%d Happen, %s\n", errorID, errorDesc));
|
|
|
|
}
|
2022-07-16 10:43:05 +08:00
|
|
|
AXLOGERROR("%s", _glfwError.c_str());
|
2014-03-07 13:50:50 +08:00
|
|
|
}
|
|
|
|
|
2016-11-16 09:48:37 +08:00
|
|
|
void GLViewImpl::onGLFWMouseCallBack(GLFWwindow* /*window*/, int button, int action, int /*modify*/)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
if (GLFW_MOUSE_BUTTON_LEFT == button)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
if (GLFW_PRESS == action)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
_captured = true;
|
2021-12-25 10:04:45 +08:00
|
|
|
if (this->getViewPortRect().equals(Rect::ZERO) ||
|
|
|
|
this->getViewPortRect().containsPoint(Vec2(_mouseX, _mouseY)))
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2014-03-26 15:44:38 +08:00
|
|
|
intptr_t id = 0;
|
2014-03-07 13:50:50 +08:00
|
|
|
this->handleTouchesBegin(1, &id, &_mouseX, &_mouseY);
|
|
|
|
}
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
else if (GLFW_RELEASE == action)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2014-03-19 16:53:42 +08:00
|
|
|
if (_captured)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
_captured = false;
|
2014-03-26 15:44:38 +08:00
|
|
|
intptr_t id = 0;
|
2014-03-07 13:50:50 +08:00
|
|
|
this->handleTouchesEnd(1, &id, &_mouseX, &_mouseY);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
// Because OpenGL and cocos2d-x uses different Y axis, we need to convert the coordinate here
|
2014-07-01 15:14:41 +08:00
|
|
|
float cursorX = (_mouseX - _viewPortRect.origin.x) / _scaleX;
|
|
|
|
float cursorY = (_viewPortRect.origin.y + _viewPortRect.size.height - _mouseY) / _scaleY;
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
if (GLFW_PRESS == action)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
EventMouse event(EventMouse::MouseEventType::MOUSE_DOWN);
|
2014-07-01 15:14:41 +08:00
|
|
|
event.setCursorPosition(cursorX, cursorY);
|
2022-08-08 18:02:17 +08:00
|
|
|
event.setMouseButton(static_cast<ax::EventMouse::MouseButton>(button));
|
2014-03-07 13:50:50 +08:00
|
|
|
Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
else if (GLFW_RELEASE == action)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
EventMouse event(EventMouse::MouseEventType::MOUSE_UP);
|
2014-07-01 15:14:41 +08:00
|
|
|
event.setCursorPosition(cursorX, cursorY);
|
2022-08-08 18:02:17 +08:00
|
|
|
event.setMouseButton(static_cast<ax::EventMouse::MouseButton>(button));
|
2014-03-07 13:50:50 +08:00
|
|
|
Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-07-31 00:53:04 +08:00
|
|
|
void GLViewImpl::onGLFWMouseMoveCallBack(GLFWwindow* window, double x, double y)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
_mouseX = (float)x;
|
|
|
|
_mouseY = (float)y;
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
_mouseX /= this->getFrameZoomFactor();
|
|
|
|
_mouseY /= this->getFrameZoomFactor();
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
if (_isInRetinaMonitor)
|
|
|
|
{
|
|
|
|
if (_retinaFactor == 1)
|
|
|
|
{
|
|
|
|
_mouseX *= 2;
|
|
|
|
_mouseY *= 2;
|
|
|
|
}
|
|
|
|
}
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
if (_captured)
|
|
|
|
{
|
2014-03-26 15:44:38 +08:00
|
|
|
intptr_t id = 0;
|
2014-03-19 16:53:42 +08:00
|
|
|
this->handleTouchesMove(1, &id, &_mouseX, &_mouseY);
|
2014-03-07 13:50:50 +08:00
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
// Because OpenGL and cocos2d-x uses different Y axis, we need to convert the coordinate here
|
2014-07-01 15:14:41 +08:00
|
|
|
float cursorX = (_mouseX - _viewPortRect.origin.x) / _scaleX;
|
|
|
|
float cursorY = (_viewPortRect.origin.y + _viewPortRect.size.height - _mouseY) / _scaleY;
|
2014-03-07 13:59:56 +08:00
|
|
|
|
2014-03-07 13:50:50 +08:00
|
|
|
EventMouse event(EventMouse::MouseEventType::MOUSE_MOVE);
|
2014-07-01 13:01:04 +08:00
|
|
|
// Set current button
|
|
|
|
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
|
|
|
|
{
|
2022-08-08 18:02:17 +08:00
|
|
|
event.setMouseButton(static_cast<ax::EventMouse::MouseButton>(GLFW_MOUSE_BUTTON_LEFT));
|
2014-07-01 13:01:04 +08:00
|
|
|
}
|
|
|
|
else if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
|
|
|
|
{
|
2022-08-08 18:02:17 +08:00
|
|
|
event.setMouseButton(static_cast<ax::EventMouse::MouseButton>(GLFW_MOUSE_BUTTON_RIGHT));
|
2014-07-01 13:01:04 +08:00
|
|
|
}
|
|
|
|
else if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS)
|
|
|
|
{
|
2022-08-08 18:02:17 +08:00
|
|
|
event.setMouseButton(static_cast<ax::EventMouse::MouseButton>(GLFW_MOUSE_BUTTON_MIDDLE));
|
2014-07-01 13:01:04 +08:00
|
|
|
}
|
2014-07-01 15:14:41 +08:00
|
|
|
event.setCursorPosition(cursorX, cursorY);
|
2014-03-07 13:50:50 +08:00
|
|
|
Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
|
|
|
|
}
|
|
|
|
|
2016-11-16 09:48:37 +08:00
|
|
|
void GLViewImpl::onGLFWMouseScrollCallback(GLFWwindow* /*window*/, double x, double y)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
EventMouse event(EventMouse::MouseEventType::MOUSE_SCROLL);
|
2021-12-25 10:04:45 +08:00
|
|
|
// Because OpenGL and cocos2d-x uses different Y axis, we need to convert the coordinate here
|
2014-09-02 11:13:30 +08:00
|
|
|
float cursorX = (_mouseX - _viewPortRect.origin.x) / _scaleX;
|
|
|
|
float cursorY = (_viewPortRect.origin.y + _viewPortRect.size.height - _mouseY) / _scaleY;
|
2014-03-07 13:50:50 +08:00
|
|
|
event.setScrollData((float)x, -(float)y);
|
2014-09-02 11:13:30 +08:00
|
|
|
event.setCursorPosition(cursorX, cursorY);
|
2014-03-07 13:50:50 +08:00
|
|
|
Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
|
|
|
|
}
|
|
|
|
|
2016-11-16 09:48:37 +08:00
|
|
|
void GLViewImpl::onGLFWKeyCallback(GLFWwindow* /*window*/, int key, int /*scancode*/, int action, int /*mods*/)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2020-06-12 12:42:58 +08:00
|
|
|
// x-studio spec, for repeat press key support.
|
|
|
|
EventKeyboard event(g_keyCodeMap[key], action);
|
|
|
|
auto dispatcher = Director::getInstance()->getEventDispatcher();
|
|
|
|
dispatcher->dispatchEvent(&event);
|
2016-03-07 19:33:59 +08:00
|
|
|
|
|
|
|
if (GLFW_RELEASE != action)
|
2014-08-10 00:42:21 +08:00
|
|
|
{
|
2016-03-07 19:33:59 +08:00
|
|
|
switch (g_keyCodeMap[key])
|
|
|
|
{
|
|
|
|
case EventKeyboard::KeyCode::KEY_BACKSPACE:
|
|
|
|
IMEDispatcher::sharedDispatcher()->dispatchDeleteBackward();
|
|
|
|
break;
|
|
|
|
case EventKeyboard::KeyCode::KEY_HOME:
|
|
|
|
case EventKeyboard::KeyCode::KEY_KP_HOME:
|
|
|
|
case EventKeyboard::KeyCode::KEY_DELETE:
|
|
|
|
case EventKeyboard::KeyCode::KEY_KP_DELETE:
|
|
|
|
case EventKeyboard::KeyCode::KEY_END:
|
|
|
|
case EventKeyboard::KeyCode::KEY_LEFT_ARROW:
|
|
|
|
case EventKeyboard::KeyCode::KEY_RIGHT_ARROW:
|
|
|
|
case EventKeyboard::KeyCode::KEY_ESCAPE:
|
|
|
|
IMEDispatcher::sharedDispatcher()->dispatchControlKey(g_keyCodeMap[key]);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
2014-08-10 00:42:21 +08:00
|
|
|
}
|
2014-03-07 13:50:50 +08:00
|
|
|
}
|
|
|
|
|
2016-11-16 09:48:37 +08:00
|
|
|
void GLViewImpl::onGLFWCharCallback(GLFWwindow* /*window*/, unsigned int character)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
char16_t wcharString[2] = {(char16_t)character, 0};
|
2014-08-10 00:42:21 +08:00
|
|
|
std::string utf8String;
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
StringUtils::UTF16ToUTF8(wcharString, utf8String);
|
2016-03-07 19:33:59 +08:00
|
|
|
static std::set<std::string> controlUnicode = {
|
2021-12-25 10:04:45 +08:00
|
|
|
"\xEF\x9C\x80", // up
|
|
|
|
"\xEF\x9C\x81", // down
|
|
|
|
"\xEF\x9C\x82", // left
|
|
|
|
"\xEF\x9C\x83", // right
|
|
|
|
"\xEF\x9C\xA8", // delete
|
|
|
|
"\xEF\x9C\xA9", // home
|
|
|
|
"\xEF\x9C\xAB", // end
|
|
|
|
"\xEF\x9C\xAC", // pageup
|
|
|
|
"\xEF\x9C\xAD", // pagedown
|
|
|
|
"\xEF\x9C\xB9" // clear
|
2016-03-07 19:33:59 +08:00
|
|
|
};
|
|
|
|
// Check for send control key
|
|
|
|
if (controlUnicode.find(utf8String) == controlUnicode.end())
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
IMEDispatcher::sharedDispatcher()->dispatchInsertText(utf8String.c_str(), utf8String.size());
|
2016-03-07 19:33:59 +08:00
|
|
|
}
|
2014-03-07 13:50:50 +08:00
|
|
|
}
|
|
|
|
|
2016-11-16 09:48:37 +08:00
|
|
|
void GLViewImpl::onGLFWWindowPosCallback(GLFWwindow* /*window*/, int /*x*/, int /*y*/)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
|
|
|
Director::getInstance()->setViewport();
|
|
|
|
}
|
|
|
|
|
2020-06-12 12:42:58 +08:00
|
|
|
void GLViewImpl::onGLFWWindowSizeCallback(GLFWwindow* /*window*/, int w, int h)
|
2014-03-07 13:50:50 +08:00
|
|
|
{
|
2020-06-12 12:42:58 +08:00
|
|
|
if (w && h && _resolutionPolicy != ResolutionPolicy::UNKNOWN)
|
2016-04-18 17:15:56 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
/*
|
2020-08-02 11:54:46 +08:00
|
|
|
x-studio spec, fix view size incorrect when window size changed.
|
|
|
|
The original code behavior:
|
|
|
|
1. first time enter full screen: w,h=1920,1080
|
|
|
|
2. second or later enter full screen: will trigger 2 times WindowSizeCallback
|
|
|
|
1). w,h=976,679
|
|
|
|
2). w,h=1024,768
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2020-08-02 11:54:46 +08:00
|
|
|
@remark: we should use glfwSetWindowMonitor to control the window size in full screen mode
|
|
|
|
@see also: updateWindowSize (call after enter/exit full screen mode)
|
|
|
|
*/
|
|
|
|
updateDesignResolutionSize();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2016-09-21 11:32:33 +08:00
|
|
|
Director::getInstance()->getEventDispatcher()->dispatchCustomEvent(GLViewImpl::EVENT_WINDOW_RESIZED, nullptr);
|
2016-04-18 17:15:56 +08:00
|
|
|
}
|
2012-10-24 10:03:19 +08:00
|
|
|
}
|
|
|
|
|
2016-11-16 09:48:37 +08:00
|
|
|
void GLViewImpl::onGLFWWindowIconifyCallback(GLFWwindow* /*window*/, int iconified)
|
2014-08-13 03:22:47 +08:00
|
|
|
{
|
2014-08-14 15:48:09 +08:00
|
|
|
if (iconified == GL_TRUE)
|
|
|
|
{
|
|
|
|
Application::getInstance()->applicationDidEnterBackground();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Application::getInstance()->applicationWillEnterForeground();
|
|
|
|
}
|
2014-08-13 03:22:47 +08:00
|
|
|
}
|
|
|
|
|
2016-11-16 09:48:37 +08:00
|
|
|
void GLViewImpl::onGLFWWindowFocusCallback(GLFWwindow* /*window*/, int focused)
|
2016-09-21 11:32:33 +08:00
|
|
|
{
|
|
|
|
if (focused == GL_TRUE)
|
|
|
|
{
|
|
|
|
Director::getInstance()->getEventDispatcher()->dispatchCustomEvent(GLViewImpl::EVENT_WINDOW_FOCUSED, nullptr);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Director::getInstance()->getEventDispatcher()->dispatchCustomEvent(GLViewImpl::EVENT_WINDOW_UNFOCUSED, nullptr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
static bool loadFboExtensions()
|
|
|
|
{
|
2020-02-15 23:51:23 +08:00
|
|
|
const char* gl_extensions = (const char*)glGetString(GL_EXTENSIONS);
|
2014-03-07 13:59:56 +08:00
|
|
|
|
|
|
|
// If the current opengl driver doesn't have framebuffers methods, check if an extension exists
|
2014-07-10 00:45:27 +08:00
|
|
|
if (glGenFramebuffers == nullptr)
|
2014-03-07 13:59:56 +08:00
|
|
|
{
|
2014-07-10 00:45:27 +08:00
|
|
|
log("OpenGL: glGenFramebuffers is nullptr, try to detect an extension");
|
2014-03-07 13:59:56 +08:00
|
|
|
if (strstr(gl_extensions, "ARB_framebuffer_object"))
|
|
|
|
{
|
|
|
|
log("OpenGL: ARB_framebuffer_object is supported");
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)glfwGetProcAddress("glIsRenderbuffer");
|
|
|
|
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)glfwGetProcAddress("glBindRenderbuffer");
|
2020-02-15 23:51:23 +08:00
|
|
|
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glfwGetProcAddress("glDeleteRenderbuffers");
|
2021-12-25 10:04:45 +08:00
|
|
|
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glfwGetProcAddress("glGenRenderbuffers");
|
2020-02-15 23:51:23 +08:00
|
|
|
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glfwGetProcAddress("glRenderbufferStorage");
|
2021-12-25 10:04:45 +08:00
|
|
|
glGetRenderbufferParameteriv =
|
|
|
|
(PFNGLGETRENDERBUFFERPARAMETERIVPROC)glfwGetProcAddress("glGetRenderbufferParameteriv");
|
|
|
|
glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)glfwGetProcAddress("glIsFramebuffer");
|
|
|
|
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)glfwGetProcAddress("glBindFramebuffer");
|
|
|
|
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glfwGetProcAddress("glDeleteFramebuffers");
|
|
|
|
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glfwGetProcAddress("glGenFramebuffers");
|
2020-02-15 23:51:23 +08:00
|
|
|
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)glfwGetProcAddress("glCheckFramebufferStatus");
|
2021-12-25 10:04:45 +08:00
|
|
|
glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)glfwGetProcAddress("glFramebufferTexture1D");
|
|
|
|
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glfwGetProcAddress("glFramebufferTexture2D");
|
|
|
|
glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)glfwGetProcAddress("glFramebufferTexture3D");
|
|
|
|
glFramebufferRenderbuffer =
|
|
|
|
(PFNGLFRAMEBUFFERRENDERBUFFERPROC)glfwGetProcAddress("glFramebufferRenderbuffer");
|
|
|
|
glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glfwGetProcAddress(
|
|
|
|
"glGetFramebufferAttachmentParameteriv");
|
2020-02-15 23:51:23 +08:00
|
|
|
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)glfwGetProcAddress("glGenerateMipmap");
|
2014-03-07 13:59:56 +08:00
|
|
|
}
|
2020-02-15 23:51:23 +08:00
|
|
|
else if (strstr(gl_extensions, "EXT_framebuffer_object"))
|
2014-03-07 13:59:56 +08:00
|
|
|
{
|
|
|
|
log("OpenGL: EXT_framebuffer_object is supported");
|
2021-12-25 10:04:45 +08:00
|
|
|
glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)glfwGetProcAddress("glIsRenderbufferEXT");
|
|
|
|
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)glfwGetProcAddress("glBindRenderbufferEXT");
|
2020-02-15 23:51:23 +08:00
|
|
|
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glfwGetProcAddress("glDeleteRenderbuffersEXT");
|
2021-12-25 10:04:45 +08:00
|
|
|
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glfwGetProcAddress("glGenRenderbuffersEXT");
|
2020-02-15 23:51:23 +08:00
|
|
|
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glfwGetProcAddress("glRenderbufferStorageEXT");
|
2021-12-25 10:04:45 +08:00
|
|
|
glGetRenderbufferParameteriv =
|
|
|
|
(PFNGLGETRENDERBUFFERPARAMETERIVPROC)glfwGetProcAddress("glGetRenderbufferParameterivEXT");
|
|
|
|
glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)glfwGetProcAddress("glIsFramebufferEXT");
|
|
|
|
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)glfwGetProcAddress("glBindFramebufferEXT");
|
2020-02-15 23:51:23 +08:00
|
|
|
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glfwGetProcAddress("glDeleteFramebuffersEXT");
|
2021-12-25 10:04:45 +08:00
|
|
|
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glfwGetProcAddress("glGenFramebuffersEXT");
|
|
|
|
glCheckFramebufferStatus =
|
|
|
|
(PFNGLCHECKFRAMEBUFFERSTATUSPROC)glfwGetProcAddress("glCheckFramebufferStatusEXT");
|
2020-02-15 23:51:23 +08:00
|
|
|
glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)glfwGetProcAddress("glFramebufferTexture1DEXT");
|
|
|
|
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glfwGetProcAddress("glFramebufferTexture2DEXT");
|
|
|
|
glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)glfwGetProcAddress("glFramebufferTexture3DEXT");
|
2021-12-25 10:04:45 +08:00
|
|
|
glFramebufferRenderbuffer =
|
|
|
|
(PFNGLFRAMEBUFFERRENDERBUFFERPROC)glfwGetProcAddress("glFramebufferRenderbufferEXT");
|
|
|
|
glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glfwGetProcAddress(
|
|
|
|
"glGetFramebufferAttachmentParameterivEXT");
|
2020-02-15 23:51:23 +08:00
|
|
|
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)glfwGetProcAddress("glGenerateMipmapEXT");
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
else if (strstr(gl_extensions, "GL_ANGLE_framebuffer_blit"))
|
|
|
|
{
|
2020-02-15 23:51:23 +08:00
|
|
|
log("OpenGL: GL_ANGLE_framebuffer_object is supported");
|
2020-02-16 16:44:14 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)glfwGetProcAddress("glIsRenderbufferOES");
|
|
|
|
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)glfwGetProcAddress("glBindRenderbufferOES");
|
2020-02-16 16:44:14 +08:00
|
|
|
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glfwGetProcAddress("glDeleteRenderbuffersOES");
|
2021-12-25 10:04:45 +08:00
|
|
|
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glfwGetProcAddress("glGenRenderbuffersOES");
|
2020-02-16 16:44:14 +08:00
|
|
|
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glfwGetProcAddress("glRenderbufferStorageOES");
|
2021-12-25 10:04:45 +08:00
|
|
|
// glGetRenderbufferParameteriv =
|
|
|
|
// (PFNGLGETRENDERBUFFERPARAMETERIVPROC)glfwGetProcAddress("glGetRenderbufferParameterivOES");
|
|
|
|
glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)glfwGetProcAddress("glIsFramebufferOES");
|
|
|
|
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)glfwGetProcAddress("glBindFramebufferOES");
|
2020-02-16 16:44:14 +08:00
|
|
|
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glfwGetProcAddress("glDeleteFramebuffersOES");
|
2021-12-25 10:04:45 +08:00
|
|
|
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glfwGetProcAddress("glGenFramebuffersOES");
|
|
|
|
glCheckFramebufferStatus =
|
|
|
|
(PFNGLCHECKFRAMEBUFFERSTATUSPROC)glfwGetProcAddress("glCheckFramebufferStatusOES");
|
|
|
|
glFramebufferRenderbuffer =
|
|
|
|
(PFNGLFRAMEBUFFERRENDERBUFFERPROC)glfwGetProcAddress("glFramebufferRenderbufferOES");
|
2020-02-16 16:44:14 +08:00
|
|
|
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glfwGetProcAddress("glFramebufferTexture2DOES");
|
2021-12-25 10:04:45 +08:00
|
|
|
glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glfwGetProcAddress(
|
|
|
|
"glGetFramebufferAttachmentParameterivOES");
|
2020-02-16 16:44:14 +08:00
|
|
|
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)glfwGetProcAddress("glGenerateMipmapOES");
|
2014-03-07 13:59:56 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
log("OpenGL: No framebuffers extension is supported");
|
|
|
|
log("OpenGL: Any call to Fbo will crash!");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
2014-01-23 10:27:42 +08:00
|
|
|
}
|
|
|
|
|
2014-01-23 05:51:01 +08:00
|
|
|
// helper
|
2020-02-15 23:51:23 +08:00
|
|
|
bool GLViewImpl::loadGL()
|
2014-01-23 05:51:01 +08:00
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
#if (AX_TARGET_PLATFORM != AX_PLATFORM_MAC)
|
2020-02-15 23:51:23 +08:00
|
|
|
|
|
|
|
// glad: load all OpenGL function pointers
|
|
|
|
// ---------------------------------------
|
2022-11-10 22:03:40 +08:00
|
|
|
# if !defined(AX_USE_GLES)
|
2022-10-25 09:01:57 +08:00
|
|
|
if (!gladLoadGL(glfwGetProcAddress))
|
2014-01-23 05:51:01 +08:00
|
|
|
{
|
2020-02-15 23:51:23 +08:00
|
|
|
log("glad: Failed to Load GL");
|
2014-01-23 05:51:01 +08:00
|
|
|
return false;
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
if (GL_ARB_vertex_shader && GL_ARB_fragment_shader)
|
|
|
|
{
|
2014-01-23 05:51:01 +08:00
|
|
|
log("Ready for GLSL");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
log("Not totally ready :(");
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
# else
|
2022-10-25 09:01:57 +08:00
|
|
|
if (!gladLoadGLES2(glfwGetProcAddress))
|
2020-06-12 12:42:58 +08:00
|
|
|
{
|
|
|
|
log("glad: Failed to Load GLES2");
|
2014-01-23 10:27:42 +08:00
|
|
|
return false;
|
2020-06-12 12:42:58 +08:00
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
# endif
|
2019-05-05 10:57:53 +08:00
|
|
|
|
2020-06-12 12:42:58 +08:00
|
|
|
loadFboExtensions();
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
#endif // (AX_TARGET_PLATFORM != AX_PLATFORM_MAC)
|
2014-01-23 05:51:01 +08:00
|
|
|
|
2014-01-23 06:17:32 +08:00
|
|
|
return true;
|
2014-01-23 05:51:01 +08:00
|
|
|
}
|
|
|
|
|
2022-08-29 20:51:22 +08:00
|
|
|
NS_AX_END // end of namespace ax;
|