d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
174 lines
6.3 KiB
Plaintext
174 lines
6.3 KiB
Plaintext
/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/config/project_settings.h"
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#include "core/os/keyboard.h"
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#include "display_server_ios.h"
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#include "main/main.h"
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#include "os_ios.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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@implementation GodotMetalLayer
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- (void)initializeDisplayLayer {
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#if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
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if (@available(iOS 13, *)) {
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// Simulator supports Metal since iOS 13
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} else {
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NSLog(@"iOS Simulator prior to iOS 13 does not support Metal rendering.");
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}
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#endif
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}
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- (void)layoutDisplayLayer {
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}
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- (void)renderDisplayLayer {
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}
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@end
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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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// Get our backing layer
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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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// FIXME: Add Vulkan support via MoltenVK. Add fallback code back?
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// Create GL ES 3 context
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if (GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility") {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
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NSLog(@"Setting up an OpenGL ES 3.0 context.");
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if (!context) {
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NSLog(@"Failed to create OpenGL ES 3.0 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)renderDisplayLayer {
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[EAGLContext setCurrentContext:context];
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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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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 CAself)
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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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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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