/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (c) 2010 Ricardo Quesada * Copyright (c) 2011 Zynga Inc. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * * File autogenerated with Xcode. Adapted for cocos2d needs. */ // Only compile this code on iOS. These files should NOT be included on your Mac project. // But in case they are included, it won't be compiled. #import #ifdef __IPHONE_OS_VERSION_MAX_ALLOWED #import "ES1Renderer.h" #import "OpenGL_Internal.h" //#import "ccMacros.h" @interface ES1Renderer (private) - (GLenum) convertPixelFormat:(int) pixelFormat; @end @implementation ES1Renderer @synthesize context=context_; - (id) initWithDepthFormat:(unsigned int)depthFormat withPixelFormat:(unsigned int)pixelFormat withSharegroup:(EAGLSharegroup*)sharegroup withMultiSampling:(BOOL) multiSampling withNumberOfSamples:(unsigned int) requestedSamples { if ((self = [super init])) { if ( sharegroup == nil ) { context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; } else { context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1 sharegroup:sharegroup]; } if (!context_ || ![EAGLContext setCurrentContext:context_]) { [self release]; return nil; } // Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer glGenFramebuffersOES(1, &defaultFramebuffer_); NSAssert( defaultFramebuffer_, @"Can't create default frame buffer"); glGenRenderbuffersOES(1, &colorRenderbuffer_); NSAssert( colorRenderbuffer_, @"Can't create default render buffer"); glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer_); glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer_); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer_); depthFormat_ = depthFormat; if( depthFormat_ ) { // glGenRenderbuffersOES(1, &depthBuffer_); // glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthBuffer_); // glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthFormat_, 100, 100); // glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthBuffer_); // default buffer // glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer_); } pixelFormat_ = pixelFormat; multiSampling_ = multiSampling; if (multiSampling_) { GLint maxSamplesAllowed; glGetIntegerv(GL_MAX_SAMPLES_APPLE, &maxSamplesAllowed); samplesToUse_ = MIN(maxSamplesAllowed,requestedSamples); /* Create the MSAA framebuffer (offscreen) */ glGenFramebuffersOES(1, &msaaFramebuffer_); glBindFramebufferOES(GL_FRAMEBUFFER_OES, msaaFramebuffer_); } CHECK_GL_ERROR(); } return self; } - (BOOL)resizeFromLayer:(CAEAGLLayer *)layer { // Allocate color buffer backing based on the current layer size glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer_); if (![context_ renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer]) { NSLog(@"failed to call context"); } glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth_); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight_); NSLog(@"cocos2d: surface size: %dx%d", (int)backingWidth_, (int)backingHeight_); if (multiSampling_) { if ( msaaColorbuffer_) { glDeleteRenderbuffersOES(1, &msaaColorbuffer_); msaaColorbuffer_ = 0; } /* Create the offscreen MSAA color buffer. After rendering, the contents of this will be blitted into ColorRenderbuffer */ //msaaFrameBuffer needs to be binded glBindFramebufferOES(GL_FRAMEBUFFER_OES, msaaFramebuffer_); glGenRenderbuffersOES(1, &msaaColorbuffer_); glBindRenderbufferOES(GL_RENDERBUFFER_OES, msaaColorbuffer_); glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, samplesToUse_,pixelFormat_ , backingWidth_, backingHeight_); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, msaaColorbuffer_); if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)); return NO; } } if (depthFormat_) { if( ! depthBuffer_ ) glGenRenderbuffersOES(1, &depthBuffer_); glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthBuffer_); if( multiSampling_ ) glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, samplesToUse_, depthFormat_,backingWidth_, backingHeight_); else glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthFormat_, backingWidth_, backingHeight_); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthBuffer_); // bind color buffer glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer_); } glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer_); if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)); return NO; } CHECK_GL_ERROR(); return YES; } -(CGSize) backingSize { return CGSizeMake( backingWidth_, backingHeight_); } - (NSString*) description { return [NSString stringWithFormat:@"<%@ = %08X | size = %ix%i>", [self class], self, backingWidth_, backingHeight_]; } - (void)dealloc { NSLog(@"cocos2d: deallocing %@", self); // Tear down GL if(defaultFramebuffer_) { glDeleteFramebuffersOES(1, &defaultFramebuffer_); defaultFramebuffer_ = 0; } if(colorRenderbuffer_) { glDeleteRenderbuffersOES(1, &colorRenderbuffer_); colorRenderbuffer_ = 0; } if( depthBuffer_ ) { glDeleteRenderbuffersOES(1, &depthBuffer_); depthBuffer_ = 0; } if ( msaaColorbuffer_) { glDeleteRenderbuffersOES(1, &msaaColorbuffer_); msaaColorbuffer_ = 0; } if ( msaaFramebuffer_) { glDeleteRenderbuffersOES(1, &msaaFramebuffer_); msaaFramebuffer_ = 0; } // Tear down context if ([EAGLContext currentContext] == context_) [EAGLContext setCurrentContext:nil]; [context_ release]; context_ = nil; [super dealloc]; } - (unsigned int) colorRenderBuffer { return colorRenderbuffer_; } - (unsigned int) defaultFrameBuffer { return defaultFramebuffer_; } - (unsigned int) msaaFrameBuffer { return msaaFramebuffer_; } - (unsigned int) msaaColorBuffer { return msaaColorbuffer_; } @end #endif // __IPHONE_OS_VERSION_MAX_ALLOWED