Classes/iOS/ES2Renderer.m

/*
     File: ES2Renderer.m
 Abstract: n/a
  Version: 1.7
 
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 */
 
#import "ES2Renderer.h"
 
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
 
@interface ES2Renderer (PrivateMethods)
 
 
 
@end
 
@implementation ES2Renderer
 
EAGLContext * m_context;
 
// The OpenGL names for the framebuffer and renderbuffer used to render to this view
GLuint m_colorRenderbuffer;
GLuint m_depthRenderbuffer;
 
// Create an ES 2.0 context
- (ES2Renderer* ) initWithContext:(EAGLContext *) context AndDrawable:(id<EAGLDrawable>)drawable
{   
    glGenFramebuffers(1, &m_defaultFBOName);
    
    // Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
    glGenRenderbuffers(1, &m_colorRenderbuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBOName);
    glBindRenderbuffer(GL_RENDERBUFFER, m_colorRenderbuffer);
    m_context = context;
    
    // This call associates the storage for the current render buffer with the EAGLDrawable (our CAEAGLLayer)
    // allowing us to draw into a buffer that will later be rendered to the screen wherever the layer is (which corresponds with our view).
    [m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:drawable];
    
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorRenderbuffer);
    
    GLint backingWidth;
    GLint backingHeight;
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
    
    glGenRenderbuffers(1, &m_depthRenderbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, m_depthRenderbuffer);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthRenderbuffer);
    
    if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
        NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
        return NO;
    }
    
    self = [super initWithDefaultFBO:m_defaultFBOName];
    
    if (nil == self)
    {
        glDeleteFramebuffers(1, &m_defaultFBOName);
        glDeleteRenderbuffers(1, &m_colorRenderbuffer);
        glDeleteRenderbuffers(1, &m_depthRenderbuffer);
    }
    
    return self;
}
 
- (void)render {
    
    // Replace the implementation of this method to do your own custom drawing
 
    
    glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBOName);
 
    [super render];
        
    glBindRenderbuffer(GL_RENDERBUFFER, m_colorRenderbuffer);
    [m_context presentRenderbuffer:GL_RENDERBUFFER];
}
 
- (BOOL) resizeFromLayer:(CAEAGLLayer *)layer
{
    // The pixel dimensions of the CAEAGLLayer
    GLint backingWidth;
    GLint backingHeight;
    
    // Allocate color buffer backing based on the current layer size
    glBindRenderbuffer(GL_RENDERBUFFER, m_colorRenderbuffer);
    [m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
    
    glGenRenderbuffers(1, &m_depthRenderbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, m_depthRenderbuffer);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthRenderbuffer);
    
    [super resizeWithWidth:backingWidth AndHeight:backingHeight];
    
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
        NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
        return NO;
    }
    
    return YES;
}
 
- (void) dealloc
{
    // tear down GL
    if (m_defaultFBOName)
    {
        glDeleteFramebuffers(1, &m_defaultFBOName);
        m_defaultFBOName = 0;
    }
    
    if (m_colorRenderbuffer)
    {
        glDeleteRenderbuffers(1, &m_colorRenderbuffer);
        m_colorRenderbuffer = 0;
    }
    
    [super dealloc];
}
 
@end