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- /**************************************************************************/
- /* display_layer.mm */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #import "display_layer.h"
- #import "display_server_ios.h"
- #import "os_ios.h"
- #include "core/config/project_settings.h"
- #include "core/os/keyboard.h"
- #include "main/main.h"
- #include "servers/audio_server.h"
- #import <AudioToolbox/AudioServices.h>
- #import <GameController/GameController.h>
- #import <OpenGLES/EAGL.h>
- #import <OpenGLES/ES1/gl.h>
- #import <OpenGLES/ES1/glext.h>
- #import <QuartzCore/QuartzCore.h>
- #import <UIKit/UIKit.h>
- @implementation GodotMetalLayer
- - (void)initializeDisplayLayer {
- #if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
- if (@available(iOS 13, *)) {
- // Simulator supports Metal since iOS 13
- } else {
- NSLog(@"iOS Simulator prior to iOS 13 does not support Metal rendering.");
- }
- #endif
- }
- - (void)layoutDisplayLayer {
- }
- - (void)startRenderDisplayLayer {
- }
- - (void)stopRenderDisplayLayer {
- }
- @end
- @implementation GodotOpenGLLayer {
- // The pixel dimensions of the backbuffer
- GLint backingWidth;
- GLint backingHeight;
- EAGLContext *context;
- GLuint viewRenderbuffer, viewFramebuffer;
- GLuint depthRenderbuffer;
- }
- - (void)initializeDisplayLayer {
- // Configure it so that it is opaque, does not retain the contents of the backbuffer when displayed, and uses RGBA8888 color.
- self.opaque = YES;
- self.drawableProperties = [NSDictionary
- dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:FALSE],
- kEAGLDrawablePropertyRetainedBacking,
- kEAGLColorFormatRGBA8,
- kEAGLDrawablePropertyColorFormat,
- nil];
- // Create GL ES 3 context
- if (GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility") {
- context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
- NSLog(@"Setting up an OpenGL ES 3.0 context.");
- if (!context) {
- NSLog(@"Failed to create OpenGL ES 3.0 context!");
- return;
- }
- }
- if (![EAGLContext setCurrentContext:context]) {
- NSLog(@"Failed to set EAGLContext!");
- return;
- }
- if (![self createFramebuffer]) {
- NSLog(@"Failed to create frame buffer!");
- return;
- }
- }
- - (void)layoutDisplayLayer {
- [EAGLContext setCurrentContext:context];
- [self destroyFramebuffer];
- [self createFramebuffer];
- }
- - (void)startRenderDisplayLayer {
- [EAGLContext setCurrentContext:context];
- glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
- }
- - (void)stopRenderDisplayLayer {
- glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
- [context presentRenderbuffer:GL_RENDERBUFFER_OES];
- #ifdef DEBUG_ENABLED
- GLenum err = glGetError();
- if (err) {
- NSLog(@"DrawView: %x error", err);
- }
- #endif
- }
- - (void)dealloc {
- if ([EAGLContext currentContext] == context) {
- [EAGLContext setCurrentContext:nil];
- }
- if (context) {
- context = nil;
- }
- }
- - (BOOL)createFramebuffer {
- glGenFramebuffersOES(1, &viewFramebuffer);
- glGenRenderbuffersOES(1, &viewRenderbuffer);
- glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
- glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
- // This call associates the storage for the current render buffer with the EAGLDrawable (our CAself)
- // allowing us to draw into a buffer that will later be rendered to screen wherever the layer is (which corresponds with our view).
- [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self];
- glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
- glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
- glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
- // For this sample, we also need a depth buffer, so we'll create and attach one via another renderbuffer.
- glGenRenderbuffersOES(1, &depthRenderbuffer);
- glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
- glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
- glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
- if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
- NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
- return NO;
- }
- GLES3::TextureStorage::system_fbo = viewFramebuffer;
- return YES;
- }
- // Clean up any buffers we have allocated.
- - (void)destroyFramebuffer {
- GLES3::TextureStorage::system_fbo = 0;
- glDeleteFramebuffersOES(1, &viewFramebuffer);
- viewFramebuffer = 0;
- glDeleteRenderbuffersOES(1, &viewRenderbuffer);
- viewRenderbuffer = 0;
- if (depthRenderbuffer) {
- glDeleteRenderbuffersOES(1, &depthRenderbuffer);
- depthRenderbuffer = 0;
- }
- }
- @end
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