mirror of
https://github.com/godotengine/godot
synced 2024-09-05 17:02:29 +00:00
![Rémi Verschelde](/assets/img/avatar_default.png)
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
/**************************************************************************/
|
|
/* display_layer.mm */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/**************************************************************************/
|
|
|
|
#import "display_layer.h"
|
|
|
|
#import "display_server_ios.h"
|
|
#import "os_ios.h"
|
|
|
|
#include "core/config/project_settings.h"
|
|
#include "core/os/keyboard.h"
|
|
#include "main/main.h"
|
|
#include "servers/audio_server.h"
|
|
|
|
#import <AudioToolbox/AudioServices.h>
|
|
#import <GameController/GameController.h>
|
|
#import <OpenGLES/EAGL.h>
|
|
#import <OpenGLES/ES1/gl.h>
|
|
#import <OpenGLES/ES1/glext.h>
|
|
#import <QuartzCore/QuartzCore.h>
|
|
#import <UIKit/UIKit.h>
|
|
|
|
@implementation GodotMetalLayer
|
|
|
|
- (void)initializeDisplayLayer {
|
|
#if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
|
|
if (@available(iOS 13, *)) {
|
|
// Simulator supports Metal since iOS 13
|
|
} else {
|
|
NSLog(@"iOS Simulator prior to iOS 13 does not support Metal rendering.");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
- (void)layoutDisplayLayer {
|
|
}
|
|
|
|
- (void)startRenderDisplayLayer {
|
|
}
|
|
|
|
- (void)stopRenderDisplayLayer {
|
|
}
|
|
|
|
@end
|
|
|
|
@implementation GodotOpenGLLayer {
|
|
// The pixel dimensions of the backbuffer
|
|
GLint backingWidth;
|
|
GLint backingHeight;
|
|
|
|
EAGLContext *context;
|
|
GLuint viewRenderbuffer, viewFramebuffer;
|
|
GLuint depthRenderbuffer;
|
|
}
|
|
|
|
- (void)initializeDisplayLayer {
|
|
// Configure it so that it is opaque, does not retain the contents of the backbuffer when displayed, and uses RGBA8888 color.
|
|
self.opaque = YES;
|
|
self.drawableProperties = [NSDictionary
|
|
dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:FALSE],
|
|
kEAGLDrawablePropertyRetainedBacking,
|
|
kEAGLColorFormatRGBA8,
|
|
kEAGLDrawablePropertyColorFormat,
|
|
nil];
|
|
|
|
// Create GL ES 3 context
|
|
if (GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility") {
|
|
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
|
|
NSLog(@"Setting up an OpenGL ES 3.0 context.");
|
|
if (!context) {
|
|
NSLog(@"Failed to create OpenGL ES 3.0 context!");
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (![EAGLContext setCurrentContext:context]) {
|
|
NSLog(@"Failed to set EAGLContext!");
|
|
return;
|
|
}
|
|
if (![self createFramebuffer]) {
|
|
NSLog(@"Failed to create frame buffer!");
|
|
return;
|
|
}
|
|
}
|
|
|
|
- (void)layoutDisplayLayer {
|
|
[EAGLContext setCurrentContext:context];
|
|
[self destroyFramebuffer];
|
|
[self createFramebuffer];
|
|
}
|
|
|
|
- (void)startRenderDisplayLayer {
|
|
[EAGLContext setCurrentContext:context];
|
|
|
|
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
|
|
}
|
|
|
|
- (void)stopRenderDisplayLayer {
|
|
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
|
|
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
GLenum err = glGetError();
|
|
if (err) {
|
|
NSLog(@"DrawView: %x error", err);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
- (void)dealloc {
|
|
if ([EAGLContext currentContext] == context) {
|
|
[EAGLContext setCurrentContext:nil];
|
|
}
|
|
|
|
if (context) {
|
|
context = nil;
|
|
}
|
|
}
|
|
|
|
- (BOOL)createFramebuffer {
|
|
glGenFramebuffersOES(1, &viewFramebuffer);
|
|
glGenRenderbuffersOES(1, &viewRenderbuffer);
|
|
|
|
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
|
|
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
|
|
// This call associates the storage for the current render buffer with the EAGLDrawable (our CAself)
|
|
// allowing us to draw into a buffer that will later be rendered to screen wherever the layer is (which corresponds with our view).
|
|
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self];
|
|
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
|
|
|
|
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
|
|
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
|
|
|
|
// For this sample, we also need a depth buffer, so we'll create and attach one via another renderbuffer.
|
|
glGenRenderbuffersOES(1, &depthRenderbuffer);
|
|
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
|
|
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
|
|
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
|
|
|
|
if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
|
|
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
|
|
return NO;
|
|
}
|
|
|
|
GLES3::TextureStorage::system_fbo = viewFramebuffer;
|
|
|
|
return YES;
|
|
}
|
|
|
|
// Clean up any buffers we have allocated.
|
|
- (void)destroyFramebuffer {
|
|
GLES3::TextureStorage::system_fbo = 0;
|
|
|
|
glDeleteFramebuffersOES(1, &viewFramebuffer);
|
|
viewFramebuffer = 0;
|
|
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
|
|
viewRenderbuffer = 0;
|
|
|
|
if (depthRenderbuffer) {
|
|
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
|
|
depthRenderbuffer = 0;
|
|
}
|
|
}
|
|
|
|
@end
|