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