mirror of https://github.com/axmolengine/axmol.git
160 lines
4.9 KiB
Objective-C
160 lines
4.9 KiB
Objective-C
/*
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* cocos2d for iPhone: http://www.cocos2d-iphone.org
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*
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* Copyright (c) 2010 Ricardo Quesada
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*
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* File autogenerated with Xcode. Adapted for cocos2d needs.
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*/
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#import "ES1Renderer.h"
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#import "OpenGL_Internal.h"
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//#import "ccMacros.h"
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@implementation ES1Renderer
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@synthesize context=context_;
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// Create an OpenGL ES 1.1 context
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- (id)initWithDepthFormat:(GLuint)depthFormat
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{
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if ((self = [super init]))
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{
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context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
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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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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 (depthFormat_) {
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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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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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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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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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// 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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@end
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