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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
192 lines
6.7 KiB
Plaintext
192 lines
6.7 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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#import "display_server_ios.h"
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#import "os_ios.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 "main/main.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)startRenderDisplayLayer {
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}
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- (void)stopRenderDisplayLayer {
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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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// 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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// 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)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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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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GLES3::TextureStorage::system_fbo = 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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GLES3::TextureStorage::system_fbo = 0;
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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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