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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 🎆
162 lines
5.1 KiB
Plaintext
162 lines
5.1 KiB
Plaintext
/*************************************************************************/
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/* context_gl_osx.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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#include "context_gl_osx.h"
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#if defined(OPENGL_ENABLED) || defined(GLES_ENABLED)
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void ContextGL_OSX::release_current() {
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[NSOpenGLContext clearCurrentContext];
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}
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void ContextGL_OSX::make_current() {
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[context makeCurrentContext];
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}
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void ContextGL_OSX::update() {
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[context update];
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}
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void ContextGL_OSX::set_opacity(GLint p_opacity) {
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[context setValues:&p_opacity forParameter:NSOpenGLCPSurfaceOpacity];
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}
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int ContextGL_OSX::get_window_width() {
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return OS::get_singleton()->get_video_mode().width;
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}
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int ContextGL_OSX::get_window_height() {
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return OS::get_singleton()->get_video_mode().height;
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}
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void ContextGL_OSX::swap_buffers() {
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[context flushBuffer];
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}
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void ContextGL_OSX::set_use_vsync(bool p_use) {
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CGLContextObj ctx = CGLGetCurrentContext();
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if (ctx) {
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GLint swapInterval = p_use ? 1 : 0;
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CGLSetParameter(ctx, kCGLCPSwapInterval, &swapInterval);
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use_vsync = p_use;
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}
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}
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bool ContextGL_OSX::is_using_vsync() const {
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return use_vsync;
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}
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Error ContextGL_OSX::initialize() {
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framework = CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
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ERR_FAIL_COND_V(!framework, ERR_CANT_CREATE);
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unsigned int attributeCount = 0;
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// OS X needs non-zero color size, so set reasonable values
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int colorBits = 32;
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// Fail if a robustness strategy was requested
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#define ADD_ATTR(x) \
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{ attributes[attributeCount++] = x; }
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#define ADD_ATTR2(x, y) \
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{ \
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ADD_ATTR(x); \
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ADD_ATTR(y); \
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}
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// Arbitrary array size here
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NSOpenGLPixelFormatAttribute attributes[40];
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ADD_ATTR(NSOpenGLPFADoubleBuffer);
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ADD_ATTR(NSOpenGLPFAClosestPolicy);
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if (!opengl_3_context) {
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ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersionLegacy);
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} else {
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//we now need OpenGL 3 or better, maybe even change this to 3_3Core ?
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ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
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}
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ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
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/*
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if (fbconfig->alphaBits > 0)
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ADD_ATTR2(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
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*/
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ADD_ATTR2(NSOpenGLPFADepthSize, 24);
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ADD_ATTR2(NSOpenGLPFAStencilSize, 8);
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/*
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if (fbconfig->stereo)
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ADD_ATTR(NSOpenGLPFAStereo);
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*/
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/*
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if (fbconfig->samples > 0) {
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ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
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ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
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}
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*/
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// NOTE: All NSOpenGLPixelFormats on the relevant cards support sRGB
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// framebuffer, so there's no need (and no way) to request it
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ADD_ATTR(0);
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#undef ADD_ATTR
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#undef ADD_ATTR2
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pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
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ERR_FAIL_COND_V(pixelFormat == nil, ERR_CANT_CREATE);
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context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat shareContext:nil];
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ERR_FAIL_COND_V(context == nil, ERR_CANT_CREATE);
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[context setView:window_view];
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[context makeCurrentContext];
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return OK;
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}
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ContextGL_OSX::ContextGL_OSX(id p_view, bool p_opengl_3_context) {
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opengl_3_context = p_opengl_3_context;
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window_view = p_view;
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use_vsync = false;
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}
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ContextGL_OSX::~ContextGL_OSX() {}
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#endif
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