mirror of https://github.com/axmolengine/axmol.git
84 lines
2.8 KiB
Objective-C
84 lines
2.8 KiB
Objective-C
/****************************************************************************
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Copyright (c) 2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Corpyight (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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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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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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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// Only compile this code on iOS. These files should NOT be included on your Mac project.
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// But in case they are included, it won't be compiled.
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#include "platform/PlatformConfig.h"
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#if AX_TARGET_PLATFORM == AX_PLATFORM_IOS
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# import "platform/ios/ESRenderer-ios.h"
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# import <OpenGLES/ES3/gl.h>
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# import <OpenGLES/ES3/glext.h>
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//# import "platform/PlatformMacros.h"
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@interface ES3Renderer : NSObject <ESRenderer> {
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// The pixel dimensions of the CAEAGLLayer
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GLint backingWidth_;
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GLint backingHeight_;
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unsigned int samplesToUse_;
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BOOL multiSampling_;
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unsigned int depthFormat_;
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unsigned int pixelFormat_;
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// The OpenGL ES names for the framebuffer and renderbuffer used to render to this view
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GLuint defaultFramebuffer_;
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GLuint colorRenderbuffer_;
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GLuint depthBuffer_;
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// buffers for MSAA
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GLuint msaaFramebuffer_;
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GLuint msaaColorbuffer_;
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EAGLContext* context_;
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}
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/** Color Renderbuffer */
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@property(nonatomic, readonly) GLuint colorRenderbuffer;
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/** Default Renderbuffer */
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@property(nonatomic, readonly) GLuint defaultFramebuffer;
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/** MSAA Framebuffer */
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@property(nonatomic, readonly) GLuint msaaFramebuffer;
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/** MSAA Color Buffer */
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@property(nonatomic, readonly) GLuint msaaColorbuffer;
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/** EAGLContext */
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@property(nonatomic, readonly) EAGLContext* context;
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- (BOOL)resizeFromLayer:(CAEAGLLayer*)layer;
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@end
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#endif // AX_PLATFORM_IOS
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