/*************************************************************************/ /* 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 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)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