Commit 63918281 authored by Sam Lantinga's avatar Sam Lantinga

Fixed spacing

parent b13cdc5d
......@@ -37,128 +37,124 @@
@synthesize context;
+ (Class)layerClass {
return [CAEAGLLayer class];
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame \
retainBacking:(BOOL)retained \
rBits:(int)rBits \
gBits:(int)gBits \
bBits:(int)bBits \
aBits:(int)aBits \
depthBits:(int)depthBits \
retainBacking:(BOOL)retained \
rBits:(int)rBits \
gBits:(int)gBits \
bBits:(int)bBits \
aBits:(int)aBits \
depthBits:(int)depthBits \
{
NSString *colorFormat=nil;
GLuint depthBufferFormat;
BOOL useDepthBuffer;
if (rBits == 8 && gBits == 8 && bBits == 8) {
/* if user specifically requests rbg888 or some color format higher than 16bpp */
colorFormat = kEAGLColorFormatRGBA8;
}
else {
/* default case (faster) */
colorFormat = kEAGLColorFormatRGB565;
}
if (depthBits == 24) {
useDepthBuffer = YES;
depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
}
else if (depthBits == 0) {
useDepthBuffer = NO;
}
else {
/* default case when depth buffer is not disabled */
/*
strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone.
perhaps that's the only depth format iPhone actually supports
*/
useDepthBuffer = YES;
depthBufferFormat = GL_DEPTH_COMPONENT16_OES;
}
if ((self = [super initWithFrame:frame])) {
// Get the layer
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context]) {
[self release];
return nil;
}
/* create the buffers */
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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);
if (useDepthBuffer) {
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
}
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
return NO;
}
/* end create buffers */
}
return self;
NSString *colorFormat=nil;
GLuint depthBufferFormat;
BOOL useDepthBuffer;
if (rBits == 8 && gBits == 8 && bBits == 8) {
/* if user specifically requests rbg888 or some color format higher than 16bpp */
colorFormat = kEAGLColorFormatRGBA8;
}
else {
/* default case (faster) */
colorFormat = kEAGLColorFormatRGB565;
}
if (depthBits == 24) {
useDepthBuffer = YES;
depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
}
else if (depthBits == 0) {
useDepthBuffer = NO;
}
else {
/* default case when depth buffer is not disabled */
/*
strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone.
perhaps that's the only depth format iPhone actually supports
*/
useDepthBuffer = YES;
depthBufferFormat = GL_DEPTH_COMPONENT16_OES;
}
if ((self = [super initWithFrame:frame])) {
// Get the layer
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context]) {
[self release];
return nil;
}
/* create the buffers */
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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);
if (useDepthBuffer) {
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
}
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
return NO;
}
/* end create buffers */
}
return self;
}
- (void)setCurrentContext {
[EAGLContext setCurrentContext:context];
[EAGLContext setCurrentContext:context];
}
- (void)swapBuffers {
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
- (void)layoutSubviews {
[EAGLContext setCurrentContext:context];
[EAGLContext setCurrentContext:context];
}
- (void)destroyFramebuffer {
glDeleteFramebuffersOES(1, &viewFramebuffer);
viewFramebuffer = 0;
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
viewRenderbuffer = 0;
if (depthRenderbuffer) {
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
glDeleteFramebuffersOES(1, &viewFramebuffer);
viewFramebuffer = 0;
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
viewRenderbuffer = 0;
if (depthRenderbuffer) {
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
}
- (void)dealloc {
[self destroyFramebuffer];
if ([EAGLContext currentContext] == context) {
[EAGLContext setCurrentContext:nil];
}
[context release];
[super dealloc];
[self destroyFramebuffer];
if ([EAGLContext currentContext] == context) {
[EAGLContext setCurrentContext:nil];
}
[context release];
[super dealloc];
}
@end
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