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Diffstat (limited to 'platform/ios/display_layer.mm')
-rw-r--r-- | platform/ios/display_layer.mm | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/platform/ios/display_layer.mm b/platform/ios/display_layer.mm new file mode 100644 index 0000000000..7c83494768 --- /dev/null +++ b/platform/ios/display_layer.mm @@ -0,0 +1,173 @@ +/*************************************************************************/ +/* display_layer.mm */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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" + +#include "core/config/project_settings.h" +#include "core/os/keyboard.h" +#include "display_server_ios.h" +#include "main/main.h" +#include "os_ios.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)renderDisplayLayer { +} + +@end + +@implementation GodotOpenGLLayer { + // The pixel dimensions of the backbuffer + GLint backingWidth; + GLint backingHeight; + + EAGLContext *context; + GLuint viewRenderbuffer, viewFramebuffer; + GLuint depthRenderbuffer; +} + +- (void)initializeDisplayLayer { + // Get our backing layer + + // 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]; + + // FIXME: Add Vulkan support via MoltenVK. Add fallback code back? + + // Create GL ES 2 context + if (GLOBAL_GET("rendering/driver/driver_name") == "opengl3") { + context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; + NSLog(@"Setting up an OpenGL ES 2.0 context."); + if (!context) { + NSLog(@"Failed to create OpenGL ES 2.0 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)renderDisplayLayer { + [EAGLContext setCurrentContext:context]; +} + +- (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; + } + + return YES; +} + +// Clean up any buffers we have allocated. +- (void)destroyFramebuffer { + glDeleteFramebuffersOES(1, &viewFramebuffer); + viewFramebuffer = 0; + glDeleteRenderbuffersOES(1, &viewRenderbuffer); + viewRenderbuffer = 0; + + if (depthRenderbuffer) { + glDeleteRenderbuffersOES(1, &depthRenderbuffer); + depthRenderbuffer = 0; + } +} + +@end |