/* Copyright (C) 2009-2011 id Software LLC, a ZeniMax Media company. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "RenderContext.h" /* ========================================= idRenderContext::idRenderContext ========================================= */ idRenderContext::idRenderContext() : mViewRenderbuffer( 0 ), mViewFramebuffer( 0 ), mDepthRenderbuffer( 0 ), mEAGLContext( NULL ) { mWidth = 0; mHeight = 0; } /* ========================================= idRenderContext::Initialize ========================================= */ void idRenderContext::Initialize( EAGLRenderingAPI apiVersion, EAGLSharegroup * sharegroup ) { // Allocate and initialize the Rendering context for this view. if( sharegroup == NULL ) { mEAGLContext = [[EAGLContext alloc] initWithAPI:apiVersion]; } else { mEAGLContext = [[EAGLContext alloc] initWithAPI:apiVersion sharegroup: sharegroup]; } assert( mEAGLContext ); assert( [mEAGLContext API] == apiVersion ); SetActiveContext(); } /* ========================================= idRenderContext::~idRenderContext ========================================= */ idRenderContext::~idRenderContext() { glDeleteFramebuffersOES( 1, &mViewFramebuffer ); mViewFramebuffer = 0; glDeleteRenderbuffersOES( 1, &mViewRenderbuffer ); mViewRenderbuffer = 0; glDeleteRenderbuffersOES( 1, &mDepthRenderbuffer ); mDepthRenderbuffer = 0; [ mEAGLContext release ]; } /* ========================================= idRenderContext::SetActiveContext ========================================= */ void idRenderContext::SetActiveContext() { if ( ![EAGLContext setCurrentContext:mEAGLContext]) { assert( 0 ); return; } } /* ========================================= idRenderContext::SwapBuffers ========================================= */ void idRenderContext::SwapBuffers() { glBindRenderbufferOES(GL_RENDERBUFFER_OES, mViewRenderbuffer); // present the renderbuffer for display [mEAGLContext presentRenderbuffer:GL_RENDERBUFFER_OES]; } /* ========================================= idRenderContext::RenderBufferStorage ========================================= */ void idRenderContext::InitFrameBuffer( CAEAGLLayer * layer ) { glDeleteFramebuffersOES( 1, &mViewFramebuffer ); mViewFramebuffer = 0; glDeleteRenderbuffersOES( 1, &mViewRenderbuffer ); mViewRenderbuffer = 0; glDeleteRenderbuffersOES( 1, &mDepthRenderbuffer ); mDepthRenderbuffer = 0; glGenFramebuffersOES(1, &mViewFramebuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, mViewFramebuffer); glGenRenderbuffersOES(1, &mViewRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, mViewRenderbuffer); [mEAGLContext renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer]; // the backing sizes should be the same as the screen glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &mWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &mHeight); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, mViewRenderbuffer); glGenRenderbuffersOES(1, &mDepthRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, mDepthRenderbuffer); glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, mWidth, mHeight); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, mDepthRenderbuffer); // the framebuffer will stay constant glBindRenderbufferOES(GL_RENDERBUFFER_OES, mViewRenderbuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, mViewFramebuffer); if ( glCheckFramebufferStatusOES( GL_FRAMEBUFFER_OES ) != GL_FRAMEBUFFER_COMPLETE_OES ) { assert( 0 ); } } /* ========================================= idRenderContext::Begin ========================================= */ void idRenderContext::Begin() { SetActiveContext(); // Clear the Buffer to begin for a new Frame. //GL_Clear( true, true, false ); // Set the Viewport for our Context. // GL_Viewport( 0, 0, mWidth, mHeight ); } /* ========================================= idRenderContext::End ========================================= */ void idRenderContext::End() { SwapBuffers(); }