49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
189 lines
7.1 KiB
Text
189 lines
7.1 KiB
Text
/*************************************************************************/
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/* display_layer.mm */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#import "display_layer.h"
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#include "core/os/keyboard.h"
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#include "core/project_settings.h"
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#include "main/main.h"
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#include "os_iphone.h"
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#include "servers/audio_server.h"
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#import <AudioToolbox/AudioServices.h>
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#import <GameController/GameController.h>
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#import <OpenGLES/EAGL.h>
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#import <OpenGLES/ES1/gl.h>
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#import <OpenGLES/ES1/glext.h>
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#import <QuartzCore/QuartzCore.h>
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#import <UIKit/UIKit.h>
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int gl_view_base_fb;
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bool gles3_available = true;
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@implementation GodotOpenGLLayer {
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// The pixel dimensions of the backbuffer
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GLint backingWidth;
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GLint backingHeight;
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EAGLContext *context;
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GLuint viewRenderbuffer, viewFramebuffer;
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GLuint depthRenderbuffer;
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}
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- (void)initializeDisplayLayer {
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// Configure it so that it is opaque, does not retain the contents of the backbuffer when displayed, and uses RGBA8888 color.
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self.opaque = YES;
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self.drawableProperties = [NSDictionary
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dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:FALSE],
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kEAGLDrawablePropertyRetainedBacking,
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kEAGLColorFormatRGBA8,
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kEAGLDrawablePropertyColorFormat,
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nil];
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bool fallback_gl2 = false;
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// Create a GL ES 3 context based on the gl driver from project settings
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if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES3") {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
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NSLog(@"Setting up an OpenGL ES 3.0 context. Based on Project Settings \"rendering/quality/driver/driver_name\"");
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if (!context && GLOBAL_GET("rendering/quality/driver/fallback_to_gles2")) {
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gles3_available = false;
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fallback_gl2 = true;
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NSLog(@"Failed to create OpenGL ES 3.0 context. Falling back to OpenGL ES 2.0");
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}
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}
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// Create GL ES 2 context
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if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES2" || fallback_gl2) {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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NSLog(@"Setting up an OpenGL ES 2.0 context.");
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if (!context) {
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NSLog(@"Failed to create OpenGL ES 2.0 context!");
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return;
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}
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}
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if (![EAGLContext setCurrentContext:context]) {
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NSLog(@"Failed to set EAGLContext!");
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return;
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}
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if (![self createFramebuffer]) {
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NSLog(@"Failed to create frame buffer!");
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return;
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}
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}
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- (void)layoutDisplayLayer {
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[EAGLContext setCurrentContext:context];
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[self destroyFramebuffer];
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[self createFramebuffer];
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}
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- (void)startRenderDisplayLayer {
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[EAGLContext setCurrentContext:context];
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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}
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- (void)stopRenderDisplayLayer {
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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[context presentRenderbuffer:GL_RENDERBUFFER_OES];
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#ifdef DEBUG_ENABLED
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GLenum err = glGetError();
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if (err) {
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NSLog(@"DrawView: %x error", err);
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}
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#endif
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}
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- (void)dealloc {
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if ([EAGLContext currentContext] == context) {
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[EAGLContext setCurrentContext:nil];
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}
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if (context) {
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context = nil;
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}
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}
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- (BOOL)createFramebuffer {
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// Generate IDs for a framebuffer object and a color renderbuffer
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glGenFramebuffersOES(1, &viewFramebuffer);
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glGenRenderbuffersOES(1, &viewRenderbuffer);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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// This call associates the storage for the current render buffer with the EAGLDrawable (our CAEAGLLayer)
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// allowing us to draw into a buffer that will later be rendered to screen wherever the layer is (which corresponds with our view).
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[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self];
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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// For this sample, we also need a depth buffer, so we'll create and attach one via another renderbuffer.
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glGenRenderbuffersOES(1, &depthRenderbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
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return NO;
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}
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if (OS::get_singleton()) {
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OS::VideoMode vm;
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vm.fullscreen = true;
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vm.width = backingWidth;
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vm.height = backingHeight;
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vm.resizable = false;
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OS::get_singleton()->set_video_mode(vm);
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OSIPhone::get_singleton()->set_base_framebuffer(viewFramebuffer);
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}
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gl_view_base_fb = viewFramebuffer;
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return YES;
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}
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// Clean up any buffers we have allocated.
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- (void)destroyFramebuffer {
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glDeleteFramebuffersOES(1, &viewFramebuffer);
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viewFramebuffer = 0;
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glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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viewRenderbuffer = 0;
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if (depthRenderbuffer) {
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glDeleteRenderbuffersOES(1, &depthRenderbuffer);
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depthRenderbuffer = 0;
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}
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}
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@end
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