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EAGLView.m
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EAGLView.m
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#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/EAGLDrawable.h>
#import "EAGLView.h"
#define USE_DEPTH_BUFFER 1
@interface EAGLView (EAGLViewPrivate)
- (BOOL)createFramebuffer;
- (void)destroyFramebuffer;
@end
@interface EAGLView (EAGLViewSprite)
- (void)setupView;
@end
@implementation EAGLView
@synthesize applicationResignedActive;
+ (Class) layerClass {
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame: frame]) {
CAEAGLLayer *eaglLayer = (CAEAGLLayer*) self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if(!context || ![EAGLContext setCurrentContext:context] || ![self createFramebuffer]) {
return nil;
}
animationInterval = 1.0 / 60.0;
[self setupView];
[self drawView];
return self;
}
return nil;
}
- (void)layoutSubviews {
[EAGLContext setCurrentContext:context];
[self destroyFramebuffer];
[self createFramebuffer];
[self drawView];
}
- (BOOL)createFramebuffer {
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self.layer];
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);
if(USE_DEPTH_BUFFER) {
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;
}
return YES;
}
- (void)destroyFramebuffer {
glDeleteFramebuffersOES(1, &viewFramebuffer);
viewFramebuffer = 0;
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
viewRenderbuffer = 0;
if(depthRenderbuffer) {
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
}
- (void)startAnimation {
animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
animationStarted = [NSDate timeIntervalSinceReferenceDate];
}
- (void)stopAnimation {
[animationTimer invalidate];
animationTimer = nil;
}
- (NSTimeInterval)animationInterval {
return animationInterval;
}
- (void)setAnimationInterval:(NSTimeInterval)interval {
animationInterval = interval;
if(animationTimer) {
[self stopAnimation];
[self startAnimation];
}
}
- (void)setupView {
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, backingWidth, 0, backingHeight, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
}
- (void)drawView {
// the NSTimer seems to fire one final time even though it's been invalidated
// so just make sure and not draw if we're resigning active
if (self.applicationResignedActive) return;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
[delegate drawView:self forTime:([NSDate timeIntervalSinceReferenceDate] - animationStarted)];
/*
glRotatef(3.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
*/
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
- (void)dealloc {
[self stopAnimation];
if([EAGLContext currentContext] == context) {
[EAGLContext setCurrentContext:nil];
}
context = nil;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if ([(id)delegate respondsToSelector:@selector(touchesBegan:withEvent:)])
[delegate touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if ([(id)delegate respondsToSelector:@selector(touchesMoved:withEvent:)])
[delegate touchesMoved:touches withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if ([(id)delegate respondsToSelector:@selector(touchesEnded:withEvent:)])
[delegate touchesEnded:touches withEvent:event];
}
- (id <EAGLViewDelegate>)delegate {
return delegate;
}
- (void)setDelegate:(id <EAGLViewDelegate>)v {
delegate = v;
}
@end