2022-06-25 00:23:03 +08:00

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/*
===== IMPORTANT =====
This is sample code demonstrating API, technology or techniques in development.
Although this sample code has been reviewed for technical accuracy, it is not
final. Apple is supplying this information to help you plan for the adoption of
the technologies and programming interfaces described herein. This information
is subject to change, and software implemented based on this sample code should
be tested with final operating system software and final documentation. Newer
versions of this sample code may be provided with future seeds of the API or
technology. For information about updates to this and other developer
documentation, view the New & Updated sidebars in subsequent documentation
seeds.
=====================
File: EAGLView.m
Abstract: Convenience class that wraps the CAEAGLLayer from CoreAnimation into a
UIView subclass.
Version: 1.3
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc.
("Apple") in consideration of your agreement to the following terms, and your
use, installation, modification or redistribution of this Apple software
constitutes acceptance of these terms. If you do not agree with these terms,
please do not use, install, modify or redistribute this Apple software.
In consideration of your agreement to abide by the following terms, and subject
to these terms, Apple grants you a personal, non-exclusive license, under
Apple's copyrights in this original Apple software (the "Apple Software"), to
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Neither the name, trademarks, service marks or logos of Apple Inc. may be used
to endorse or promote products derived from the Apple Software without specific
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no other rights or licenses, express or implied, are granted by Apple herein,
including but not limited to any patent rights that may be infringed by your
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The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
COMBINATION WITH YOUR PRODUCTS.
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR
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APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Copyright (C) 2008 Apple Inc. All Rights Reserved.
*/
#import "platform/ios/CCEAGLView-ios.h"
#import <QuartzCore/QuartzCore.h>
#include "scripting/js-bindings/event/EventDispatcher.h"
#include "platform/ios/OpenGL_Internal-ios.h"
#include "platform/CCApplication.h"
#include "base/ccMacros.h"
#include "ui/edit-box/EditBox.h"
namespace
{
GLenum pixelformat2glenum(NSString* str)
{
if ([str isEqualToString:kEAGLColorFormatRGB565])
return GL_RGB565;
else
return GL_RGBA8_OES;
}
}
//CLASS IMPLEMENTATIONS:
#define MAX_TOUCH_COUNT 10
@interface CCEAGLView (Private)
@end
@implementation CCEAGLView
+ (Class) layerClass
{
return [CAEAGLLayer class];
}
+ (id) viewWithFrame:(CGRect)frame pixelFormat:(NSString*)format depthFormat:(GLuint)depth preserveBackbuffer:(BOOL)retained sharegroup:(EAGLSharegroup*)sharegroup multiSampling:(BOOL)multisampling numberOfSamples:(unsigned int)samples
{
return [[[self alloc]initWithFrame:frame pixelFormat:format depthFormat:depth preserveBackbuffer:retained sharegroup:sharegroup multiSampling:multisampling numberOfSamples:samples] autorelease];
}
- (id) initWithFrame:(CGRect)frame pixelFormat:(NSString*)format depthFormat:(GLuint)depth preserveBackbuffer:(BOOL)retained sharegroup:(EAGLSharegroup*)sharegroup multiSampling:(BOOL)sampling numberOfSamples:(unsigned int)nSamples;
{
if((self = [super initWithFrame:frame]))
{
_pixelformatString = format;
_pixelformat = pixelformat2glenum(_pixelformatString);
_depthFormat = depth;
// Multisampling doc: https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html#//apple_ref/doc/uid/TP40008793-CH103-SW4
_multisampling = sampling;
_requestedSamples = nSamples;
_preserveBackbuffer = retained;
_sharegroup = sharegroup;
_isReady = FALSE;
_needToPreventTouch = FALSE;
#if GL_EXT_discard_framebuffer == 1
_discardFramebufferSupported = YES;
#else
_discardFramebufferSupported = NO;
#endif
self.contentScaleFactor = [[UIScreen mainScreen] scale];
_touchIds = 0;
for (int i = 0; i < 10; ++i)
_touches[i] = nil;
[self setupGLContext];
}
return self;
}
- (void) dealloc
{
if (_defaultColorBuffer)
{
glDeleteRenderbuffers(1, &_defaultColorBuffer);
_defaultColorBuffer = 0;
}
if (_defaultDepthBuffer)
{
glDeleteRenderbuffers(1, &_defaultDepthBuffer);
_defaultDepthBuffer = 0;
}
if (_defaultFramebuffer)
{
glDeleteFramebuffers(1, &_defaultFramebuffer);
_defaultFramebuffer = 0;
}
if (_msaaColorBuffer)
{
glDeleteRenderbuffers(1, &_msaaColorBuffer);
_msaaColorBuffer = 0;
}
if (_msaaDepthBuffer)
{
glDeleteRenderbuffers(1, &_msaaDepthBuffer);
_msaaDepthBuffer = 0;
}
if (_msaaFramebuffer)
{
glDeleteFramebuffers(1, &_msaaFramebuffer);
_msaaFramebuffer = 0;
}
if ([EAGLContext currentContext] == _context)
[EAGLContext setCurrentContext:nil];
if (_context)
{
[_context release];
_context = nil;
}
[super dealloc];
}
- (void) layoutSubviews
{
// On some devices with iOS13, `[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer]`
// will return false if lock screen when running application, which make framebuffer in invalid state.
// FIXME: do binding framebuffer in other place?
UIApplicationState state = [[UIApplication sharedApplication] applicationState];
if (state == UIApplicationStateBackground)
return;
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer);
if (_defaultColorBuffer)
{
glBindRenderbuffer(GL_RENDERBUFFER, _defaultColorBuffer);
if(! [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer])
{
NSLog(@"failed to call context");
return;
}
}
int backingWidth = 0;
int backingHeight = 0;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
if (_defaultDepthBuffer)
{
glBindRenderbuffer(GL_RENDERBUFFER, _defaultDepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, _depthFormat, backingWidth, backingHeight);
}
if (_multisampling)
{
glBindFramebuffer(GL_FRAMEBUFFER, _msaaFramebuffer);
if (_msaaColorBuffer)
{
glBindRenderbuffer(GL_RENDERBUFFER, _msaaColorBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, _requestedSamples, _pixelformat, backingWidth, backingHeight);
}
if (_msaaDepthBuffer)
{
glBindRenderbuffer(GL_RENDERBUFFER, _msaaDepthBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, _requestedSamples, _depthFormat, backingWidth, backingHeight);
}
}
else
{
glBindRenderbuffer(GL_RENDERBUFFER, _defaultColorBuffer);
}
CHECK_GL_ERROR();
GLenum error;
if( (error=glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
NSLog(@"Failed to make complete framebuffer object 0x%X", error);
_isReady = TRUE;
}
- (BOOL) isReady
{
return _isReady;
}
-(void) setPreventTouchEvent:(BOOL) flag
{
_needToPreventTouch = flag;
}
-(EAGLContext*) getContext
{
return _context;
}
- (void) setupGLContext
{
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:_preserveBackbuffer], kEAGLDrawablePropertyRetainedBacking,
_pixelformatString, kEAGLDrawablePropertyColorFormat, nil];
if(! _sharegroup)
{
_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
if (!_context)
_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
}
else
{
_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3 sharegroup:_sharegroup];
if (!_context)
_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:_sharegroup];
}
if (!_context || ![EAGLContext setCurrentContext:_context] )
{
NSLog(@"Can not crate GL context.");
return;
}
if (![self createFrameBuffer])
return;
if (![self createAndAttachColorBuffer])
return;
[self createAndAttachDepthBuffer];
}
- (BOOL) createFrameBuffer
{
if (!_context)
return FALSE;
glGenFramebuffers(1, &_defaultFramebuffer);
if (0 == _defaultFramebuffer)
{
NSLog(@"Can not create default frame buffer.");
return FALSE;
}
if (_multisampling)
{
glGenFramebuffers(1, &_msaaFramebuffer);
if (0 == _msaaFramebuffer)
{
NSLog(@"Can not create multi sampling frame buffer");
_multisampling = FALSE;
}
}
return TRUE;
}
- (BOOL) createAndAttachColorBuffer
{
if (0 == _defaultFramebuffer)
return FALSE;
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer);
glGenRenderbuffers(1, &_defaultColorBuffer);
if (0 == _defaultColorBuffer)
{
NSLog(@"Can not create default color buffer.");
return FALSE;
}
glBindRenderbuffer(GL_RENDERBUFFER, _defaultColorBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _defaultColorBuffer);
CHECK_GL_ERROR();
if (!_multisampling || (0 == _msaaFramebuffer))
return TRUE;
glBindFramebuffer(GL_FRAMEBUFFER, _msaaFramebuffer);
glGenRenderbuffers(1, &_msaaColorBuffer);
if (0 == _msaaColorBuffer)
{
NSLog(@"Can not create multi sampling color buffer.");
// App can work without multi sampleing.
return TRUE;
}
glBindRenderbuffer(GL_RENDERBUFFER, _msaaColorBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _msaaColorBuffer);
CHECK_GL_ERROR();
return TRUE;
}
- (BOOL) createAndAttachDepthBuffer
{
if (0 == _defaultFramebuffer || 0 == _depthFormat)
return FALSE;
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer);
glGenRenderbuffers(1, &_defaultDepthBuffer);
if (0 == _defaultDepthBuffer)
{
NSLog(@"Can not create default depth buffer.");
return FALSE;
}
glBindRenderbuffer(GL_RENDERBUFFER, _defaultDepthBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _defaultDepthBuffer);
CHECK_GL_ERROR();
if (GL_DEPTH24_STENCIL8_OES == _depthFormat ||
GL_DEPTH_STENCIL_OES == _depthFormat)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _defaultDepthBuffer);
CHECK_GL_ERROR();
if (!_multisampling || (0 == _msaaFramebuffer))
return TRUE;
glBindFramebuffer(GL_FRAMEBUFFER, _msaaFramebuffer);
glGenRenderbuffers(1, &_msaaDepthBuffer);
if (0 == _msaaDepthBuffer)
{
NSLog(@"Can not create multi sampling depth buffer.");
return TRUE;
}
glBindRenderbuffer(GL_RENDERBUFFER, _msaaDepthBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _msaaDepthBuffer);
CHECK_GL_ERROR();
if (GL_DEPTH24_STENCIL8_OES == _depthFormat ||
GL_DEPTH_STENCIL_OES == _depthFormat)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _msaaDepthBuffer);
CHECK_GL_ERROR();
return TRUE;
}
- (void) swapBuffers
{
// IMPORTANT:
// - preconditions
// -> context_ MUST be the OpenGL context
// -> renderbuffer_ must be the RENDER BUFFER
if (_multisampling)
{
/* Resolve from msaaFramebuffer to resolveFramebuffer */
//glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER_APPLE, _msaaFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_APPLE, _defaultFramebuffer);
glResolveMultisampleFramebufferAPPLE();
}
CHECK_GL_ERROR();
if (_discardFramebufferSupported)
{
if (_multisampling)
{
if (_depthFormat)
{
GLenum attachments[] = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT};
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
}
else
{
GLenum attachments[] = {GL_COLOR_ATTACHMENT0};
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 1, attachments);
}
}
else if (_depthFormat)
{
// not MSAA
GLenum attachments[] = { GL_DEPTH_ATTACHMENT};
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
}
CHECK_GL_ERROR();
}
glBindRenderbuffer(GL_RENDERBUFFER, _defaultColorBuffer);
if(![_context presentRenderbuffer:GL_RENDERBUFFER])
NSLog(@"cocos2d: Failed to swap renderbuffer in %s\n", __FUNCTION__);
#if COCOS2D_DEBUG
CHECK_GL_ERROR();
#endif
// We can safely re-bind the framebuffer here, since this will be the
// 1st instruction of the new main loop
if(_multisampling)
glBindFramebuffer(GL_FRAMEBUFFER, _msaaFramebuffer);
}
// Pass the touches to the superview
#pragma mark CCEAGLView - Touch Delegate
namespace
{
int getUnusedID(unsigned int& touchIDs)
{
int i;
unsigned int temp = touchIDs;
for (i = 0; i < 10; i++) {
if (! (temp & 0x00000001))
{
touchIDs |= (1 << i);
return i;
}
temp >>= 1;
}
// all bits are used
return -1;
}
void resetTouchID(unsigned int& touchIDs, int index)
{
touchIDs &= ((1 << index) ^ 0xffffffff);
}
cocos2d::TouchInfo createTouchInfo(int index, UITouch* touch, float contentScaleFactor)
{
uint8_t deviceRatio = cocos2d::Application::getInstance()->getDevicePixelRatio();
// TouchInfo should located in UI coordinate system, not GL pixels
// It will be converted to display position later in View.convertToLocationInView
cocos2d::TouchInfo touchInfo;
touchInfo.index = index;
touchInfo.x = [touch locationInView: [touch view]].x / deviceRatio;
touchInfo.y = [touch locationInView: [touch view]].y / deviceRatio;
return touchInfo;
}
void deliverTouch(cocos2d::TouchEvent& touchEvent,
NSSet* touches,
UITouch** internalTouches,
float contentScaleFactor,
bool reset,
unsigned int& touchIds)
{
for (UITouch *touch in touches)
{
for (int i = 0; i < MAX_TOUCH_COUNT; ++i)
{
if (touch == internalTouches[i])
{
if (reset)
{
internalTouches[i] = nil;
resetTouchID(touchIds, i);
}
touchEvent.touches.push_back(createTouchInfo(i, touch, contentScaleFactor));
}
}
}
if (!touchEvent.touches.empty())
cocos2d::EventDispatcher::dispatchTouchEvent(touchEvent);
}
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// When editbox is editing, should prevent glview to handle touch events.
if (_needToPreventTouch)
{
cocos2d::EditBox::complete();
return;
}
cocos2d::TouchEvent touchEvent;
touchEvent.type = cocos2d::TouchEvent::Type::BEGAN;
for (UITouch *touch in touches) {
int index = getUnusedID(_touchIds);
if (-1 == index)
return;
_touches[index] = touch;
touchEvent.touches.push_back(createTouchInfo(index, touch, self.contentScaleFactor));
}
if (!touchEvent.touches.empty())
cocos2d::EventDispatcher::dispatchTouchEvent(touchEvent);
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
cocos2d::TouchEvent touchEvent;
touchEvent.type = cocos2d::TouchEvent::Type::MOVED;
deliverTouch(touchEvent, touches, _touches, self.contentScaleFactor, false, _touchIds);
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
cocos2d::TouchEvent touchEvent;
touchEvent.type = cocos2d::TouchEvent::Type::ENDED;
deliverTouch(touchEvent, touches, _touches, self.contentScaleFactor, true, _touchIds);
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
cocos2d::TouchEvent touchEvent;
touchEvent.type = cocos2d::TouchEvent::Type::CANCELLED;
deliverTouch(touchEvent, touches, _touches, self.contentScaleFactor, true, _touchIds);
}
@end