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241 lines
7 KiB
Text
241 lines
7 KiB
Text
/**************************************************************************/
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/* gl_manager_macos_legacy.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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#include "gl_manager_macos_legacy.h"
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#ifdef MACOS_ENABLED
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#ifdef GLES3_ENABLED
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-declarations" // OpenGL is deprecated in macOS 10.14
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#include <stdio.h>
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#include <stdlib.h>
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Error GLManager_MacOS::create_context(GLWindow &win) {
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NSOpenGLPixelFormatAttribute attributes[] = {
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFAClosestPolicy,
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NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
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NSOpenGLPFAColorSize, 32,
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NSOpenGLPFADepthSize, 24,
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NSOpenGLPFAStencilSize, 8,
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0
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};
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NSOpenGLPixelFormat *pixel_format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
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ERR_FAIL_COND_V(pixel_format == nil, ERR_CANT_CREATE);
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win.context = [[NSOpenGLContext alloc] initWithFormat:pixel_format shareContext:shared_context];
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ERR_FAIL_COND_V(win.context == nil, ERR_CANT_CREATE);
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if (shared_context == nullptr) {
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shared_context = win.context;
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}
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[win.context setView:win.window_view];
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[win.context makeCurrentContext];
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return OK;
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}
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Error GLManager_MacOS::window_create(DisplayServer::WindowID p_window_id, id p_view, int p_width, int p_height) {
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GLWindow win;
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win.width = p_width;
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win.height = p_height;
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win.window_view = p_view;
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if (create_context(win) != OK) {
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return FAILED;
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}
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windows[p_window_id] = win;
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window_make_current(p_window_id);
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return OK;
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}
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void GLManager_MacOS::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
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if (!windows.has(p_window_id)) {
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return;
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}
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GLWindow &win = windows[p_window_id];
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win.width = p_width;
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win.height = p_height;
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GLint dim[2];
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dim[0] = p_width;
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dim[1] = p_height;
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CGLSetParameter((CGLContextObj)[win.context CGLContextObj], kCGLCPSurfaceBackingSize, &dim[0]);
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CGLEnable((CGLContextObj)[win.context CGLContextObj], kCGLCESurfaceBackingSize);
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if (OS::get_singleton()->is_hidpi_allowed()) {
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[win.window_view setWantsBestResolutionOpenGLSurface:YES];
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} else {
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[win.window_view setWantsBestResolutionOpenGLSurface:NO];
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}
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[win.context update];
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}
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int GLManager_MacOS::window_get_width(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return 0;
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}
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GLWindow &win = windows[p_window_id];
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return win.width;
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}
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int GLManager_MacOS::window_get_height(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return 0;
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}
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GLWindow &win = windows[p_window_id];
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return win.height;
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}
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void GLManager_MacOS::window_destroy(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return;
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}
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if (current_window == p_window_id) {
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current_window = DisplayServer::INVALID_WINDOW_ID;
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}
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windows.erase(p_window_id);
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}
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void GLManager_MacOS::release_current() {
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if (current_window == DisplayServer::INVALID_WINDOW_ID) {
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return;
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}
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[NSOpenGLContext clearCurrentContext];
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}
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void GLManager_MacOS::window_make_current(DisplayServer::WindowID p_window_id) {
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if (current_window == p_window_id) {
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return;
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}
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if (!windows.has(p_window_id)) {
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return;
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}
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GLWindow &win = windows[p_window_id];
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[win.context makeCurrentContext];
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current_window = p_window_id;
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}
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void GLManager_MacOS::make_current() {
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if (current_window == DisplayServer::INVALID_WINDOW_ID) {
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return;
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}
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if (!windows.has(current_window)) {
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return;
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}
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GLWindow &win = windows[current_window];
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[win.context makeCurrentContext];
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}
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void GLManager_MacOS::swap_buffers() {
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GLWindow &win = windows[current_window];
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[win.context flushBuffer];
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}
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void GLManager_MacOS::window_update(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return;
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}
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GLWindow &win = windows[p_window_id];
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[win.context update];
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}
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void GLManager_MacOS::window_set_per_pixel_transparency_enabled(DisplayServer::WindowID p_window_id, bool p_enabled) {
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if (!windows.has(p_window_id)) {
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return;
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}
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GLWindow &win = windows[p_window_id];
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if (p_enabled) {
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GLint opacity = 0;
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[win.context setValues:&opacity forParameter:NSOpenGLContextParameterSurfaceOpacity];
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} else {
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GLint opacity = 1;
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[win.context setValues:&opacity forParameter:NSOpenGLContextParameterSurfaceOpacity];
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}
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[win.context update];
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}
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Error GLManager_MacOS::initialize() {
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return OK;
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}
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void GLManager_MacOS::set_use_vsync(bool p_use) {
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use_vsync = 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 GLManager_MacOS::is_using_vsync() const {
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return use_vsync;
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}
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NSOpenGLContext *GLManager_MacOS::get_context(DisplayServer::WindowID p_window_id) {
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if (!windows.has(p_window_id)) {
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return nullptr;
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}
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GLWindow &win = windows[p_window_id];
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return win.context;
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}
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GLManager_MacOS::GLManager_MacOS(ContextType p_context_type) {
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context_type = p_context_type;
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}
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GLManager_MacOS::~GLManager_MacOS() {
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release_current();
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}
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#pragma clang diagnostic pop
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#endif // GLES3_ENABLED
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#endif // MACOS_ENABLED
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