axmol/cocos2dx/platform/ios/ES1Renderer.m

215 lines
6.3 KiB
Objective-C

#import "ES1Renderer.h"
#import "OpenGL_Internal.h"
@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])
{
/*CCLOG(@"failed to call context"); */
}
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth_);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight_);
/*CCLOG(@"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)
{
/*CCLOG(@"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)
{
/*CCLOG(@"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
{
/*CCLOGINFO(@"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