1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
|
/*************************************************************************/
/* display_layer.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_iphone.h"
#include "main/main.h"
#include "os_iphone.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/quality/driver/driver_name") == "GLES2") {
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;
}
// if (OS::get_singleton()) {
// OS::VideoMode vm;
// vm.fullscreen = true;
// vm.width = backingWidth;
// vm.height = backingHeight;
// vm.resizable = false;
// OS::get_singleton()->set_video_mode(vm);
// OSIPhone::get_singleton()->set_base_framebuffer(viewFramebuffer);
// };
// gl_view_base_fb = viewFramebuffer;
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
|