/* |
File: ES2Renderer.m |
Abstract: n/a |
Version: 1.7 |
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*/ |
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#import "ES2Renderer.h" |
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#import <OpenGLES/ES2/gl.h> |
#import <OpenGLES/ES2/glext.h> |
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@interface ES2Renderer (PrivateMethods) |
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@end |
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@implementation ES2Renderer |
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EAGLContext * m_context; |
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// The OpenGL names for the framebuffer and renderbuffer used to render to this view |
GLuint m_colorRenderbuffer; |
GLuint m_depthRenderbuffer; |
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// Create an ES 2.0 context |
- (ES2Renderer* ) initWithContext:(EAGLContext *) context AndDrawable:(id<EAGLDrawable>)drawable |
{ |
glGenFramebuffers(1, &m_defaultFBOName); |
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// 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; |
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// 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]; |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorRenderbuffer); |
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GLint backingWidth; |
GLint backingHeight; |
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth); |
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight); |
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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); |
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) |
{ |
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
return NO; |
} |
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self = [super initWithDefaultFBO:m_defaultFBOName]; |
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if (nil == self) |
{ |
glDeleteFramebuffers(1, &m_defaultFBOName); |
glDeleteRenderbuffers(1, &m_colorRenderbuffer); |
glDeleteRenderbuffers(1, &m_depthRenderbuffer); |
} |
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return self; |
} |
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- (void)render { |
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// Replace the implementation of this method to do your own custom drawing |
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glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBOName); |
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[super render]; |
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glBindRenderbuffer(GL_RENDERBUFFER, m_colorRenderbuffer); |
[m_context presentRenderbuffer:GL_RENDERBUFFER]; |
} |
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- (BOOL) resizeFromLayer:(CAEAGLLayer *)layer |
{ |
// The pixel dimensions of the CAEAGLLayer |
GLint backingWidth; |
GLint backingHeight; |
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// 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); |
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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); |
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[super resizeWithWidth:backingWidth AndHeight:backingHeight]; |
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) |
{ |
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
return NO; |
} |
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return YES; |
} |
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- (void) dealloc |
{ |
// tear down GL |
if (m_defaultFBOName) |
{ |
glDeleteFramebuffers(1, &m_defaultFBOName); |
m_defaultFBOName = 0; |
} |
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if (m_colorRenderbuffer) |
{ |
glDeleteRenderbuffers(1, &m_colorRenderbuffer); |
m_colorRenderbuffer = 0; |
} |
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[super dealloc]; |
} |
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@end |