mirror of https://github.com/axmolengine/axmol.git
215 lines
6.3 KiB
Objective-C
215 lines
6.3 KiB
Objective-C
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#import "ES1Renderer.h"
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#import "OpenGL_Internal.h"
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@implementation ES1Renderer
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@synthesize context=context_;
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- (id) initWithDepthFormat:(unsigned int)depthFormat withPixelFormat:(unsigned int)pixelFormat withSharegroup:(EAGLSharegroup*)sharegroup withMultiSampling:(BOOL) multiSampling withNumberOfSamples:(unsigned int) requestedSamples
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{
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if ((self = [super init]))
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{
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if ( sharegroup == nil )
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{
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context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
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}
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else
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{
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context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1 sharegroup:sharegroup];
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}
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if (!context_ || ![EAGLContext setCurrentContext:context_])
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{
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[self release];
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return nil;
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}
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// Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
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glGenFramebuffersOES(1, &defaultFramebuffer_);
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NSAssert( defaultFramebuffer_, @"Can't create default frame buffer");
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glGenRenderbuffersOES(1, &colorRenderbuffer_);
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NSAssert( colorRenderbuffer_, @"Can't create default render buffer");
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer_);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer_);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer_);
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depthFormat_ = depthFormat;
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if( depthFormat_ ) {
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// glGenRenderbuffersOES(1, &depthBuffer_);
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// glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthBuffer_);
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// glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthFormat_, 100, 100);
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// glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthBuffer_);
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// default buffer
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// glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer_);
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}
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pixelFormat_ = pixelFormat;
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multiSampling_ = multiSampling;
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if (multiSampling_)
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{
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GLint maxSamplesAllowed;
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glGetIntegerv(GL_MAX_SAMPLES_APPLE, &maxSamplesAllowed);
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samplesToUse_ = MIN(maxSamplesAllowed,requestedSamples);
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/* Create the MSAA framebuffer (offscreen) */
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glGenFramebuffersOES(1, &msaaFramebuffer_);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, msaaFramebuffer_);
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}
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CHECK_GL_ERROR();
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}
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return self;
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}
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- (BOOL)resizeFromLayer:(CAEAGLLayer *)layer
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{
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// Allocate color buffer backing based on the current layer size
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer_);
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if (![context_ renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer])
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{
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/*CCLOG(@"failed to call context"); */
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}
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth_);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight_);
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/*CCLOG(@"cocos2d: surface size: %dx%d", (int)backingWidth_, (int)backingHeight_);*/
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if (multiSampling_)
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{
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if ( msaaColorbuffer_)
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{
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glDeleteRenderbuffersOES(1, &msaaColorbuffer_);
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msaaColorbuffer_ = 0;
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}
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/* Create the offscreen MSAA color buffer.
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After rendering, the contents of this will be blitted into ColorRenderbuffer */
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//msaaFrameBuffer needs to be binded
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, msaaFramebuffer_);
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glGenRenderbuffersOES(1, &msaaColorbuffer_);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, msaaColorbuffer_);
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glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, samplesToUse_,pixelFormat_ , backingWidth_, backingHeight_);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, msaaColorbuffer_);
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if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
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{
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/*CCLOG(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));*/
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return NO;
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}
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}
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if (depthFormat_)
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{
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if( ! depthBuffer_ )
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glGenRenderbuffersOES(1, &depthBuffer_);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthBuffer_);
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if( multiSampling_ )
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glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, samplesToUse_, depthFormat_,backingWidth_, backingHeight_);
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else
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthFormat_, backingWidth_, backingHeight_);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthBuffer_);
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// bind color buffer
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer_);
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}
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer_);
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if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
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{
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/*CCLOG(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));*/
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return NO;
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}
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CHECK_GL_ERROR();
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return YES;
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}
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-(CGSize) backingSize
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{
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return CGSizeMake( backingWidth_, backingHeight_);
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}
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- (NSString*) description
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{
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return [NSString stringWithFormat:@"<%@ = %08X | size = %ix%i>", [self class], self, backingWidth_, backingHeight_];
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}
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- (void)dealloc
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{
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/*CCLOGINFO(@"cocos2d: deallocing %@", self);*/
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// Tear down GL
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if(defaultFramebuffer_)
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{
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glDeleteFramebuffersOES(1, &defaultFramebuffer_);
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defaultFramebuffer_ = 0;
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}
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if(colorRenderbuffer_)
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{
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glDeleteRenderbuffersOES(1, &colorRenderbuffer_);
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colorRenderbuffer_ = 0;
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}
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if( depthBuffer_ )
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{
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glDeleteRenderbuffersOES(1, &depthBuffer_);
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depthBuffer_ = 0;
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}
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if ( msaaColorbuffer_)
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{
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glDeleteRenderbuffersOES(1, &msaaColorbuffer_);
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msaaColorbuffer_ = 0;
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}
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if ( msaaFramebuffer_)
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{
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glDeleteRenderbuffersOES(1, &msaaFramebuffer_);
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msaaFramebuffer_ = 0;
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}
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// Tear down context
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if ([EAGLContext currentContext] == context_)
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[EAGLContext setCurrentContext:nil];
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[context_ release];
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context_ = nil;
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[super dealloc];
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}
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- (unsigned int) colorRenderBuffer
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{
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return colorRenderbuffer_;
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}
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- (unsigned int) defaultFrameBuffer
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{
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return defaultFramebuffer_;
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}
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- (unsigned int) msaaFrameBuffer
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{
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return msaaFramebuffer_;
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}
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- (unsigned int) msaaColorBuffer
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{
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return msaaColorbuffer_;
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}
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@end |