GLEssentials/Source/Classes/OSX/GLEssentialsGLView.m
/* |
Copyright (C) 2015 Apple Inc. All Rights Reserved. |
See LICENSE.txt for this sample’s licensing information |
Abstract: |
OpenGL view subclass. |
*/ |
#import "GLEssentialsGLView.h" |
#import "OpenGLRenderer.h" |
#define SUPPORT_RETINA_RESOLUTION 1 |
@interface GLEssentialsGLView () |
{ |
OpenGLRenderer* _renderer; |
} |
@end |
@implementation GLEssentialsGLView |
- (CVReturn) getFrameForTime:(const CVTimeStamp*)outputTime |
{ |
// There is no autorelease pool when this method is called |
// because it will be called from a background thread. |
// It's important to create one or app can leak objects. |
@autoreleasepool { |
[self drawView]; |
} |
return kCVReturnSuccess; |
} |
// This is the renderer output callback function |
static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, |
const CVTimeStamp* now, |
const CVTimeStamp* outputTime, |
CVOptionFlags flagsIn, |
CVOptionFlags* flagsOut, |
void* displayLinkContext) |
{ |
CVReturn result = [(__bridge GLEssentialsGLView*)displayLinkContext getFrameForTime:outputTime]; |
return result; |
} |
- (void) awakeFromNib |
{ |
NSOpenGLPixelFormatAttribute attrs[] = |
{ |
NSOpenGLPFADoubleBuffer, |
NSOpenGLPFADepthSize, 24, |
// Must specify the 3.2 Core Profile to use OpenGL 3.2 |
#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3 |
NSOpenGLPFAOpenGLProfile, |
NSOpenGLProfileVersion3_2Core, |
#endif |
0 |
}; |
NSOpenGLPixelFormat *pf = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; |
if (!pf) |
{ |
NSLog(@"No OpenGL pixel format"); |
} |
NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pf shareContext:nil]; |
#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3 && defined(DEBUG) |
// When we're using a CoreProfile context, crash if we call a legacy OpenGL function |
// This will make it much more obvious where and when such a function call is made so |
// that we can remove such calls. |
// Without this we'd simply get GL_INVALID_OPERATION error for calling legacy functions |
// but it would be more difficult to see where that function was called. |
CGLEnable([context CGLContextObj], kCGLCECrashOnRemovedFunctions); |
#endif |
[self setPixelFormat:pf]; |
[self setOpenGLContext:context]; |
#if SUPPORT_RETINA_RESOLUTION |
// Opt-In to Retina resolution |
[self setWantsBestResolutionOpenGLSurface:YES]; |
#endif // SUPPORT_RETINA_RESOLUTION |
} |
- (void) prepareOpenGL |
{ |
[super prepareOpenGL]; |
// Make all the OpenGL calls to setup rendering |
// and build the necessary rendering objects |
[self initGL]; |
// Create a display link capable of being used with all active displays |
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink); |
// Set the renderer output callback function |
CVDisplayLinkSetOutputCallback(displayLink, &MyDisplayLinkCallback, (__bridge void*)self); |
// Set the display link for the current renderer |
CGLContextObj cglContext = [[self openGLContext] CGLContextObj]; |
CGLPixelFormatObj cglPixelFormat = [[self pixelFormat] CGLPixelFormatObj]; |
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, cglContext, cglPixelFormat); |
// Activate the display link |
CVDisplayLinkStart(displayLink); |
// Register to be notified when the window closes so we can stop the displaylink |
[[NSNotificationCenter defaultCenter] addObserver:self |
selector:@selector(windowWillClose:) |
name:NSWindowWillCloseNotification |
object:[self window]]; |
} |
- (void) windowWillClose:(NSNotification*)notification |
{ |
// Stop the display link when the window is closing because default |
// OpenGL render buffers will be destroyed. If display link continues to |
// fire without renderbuffers, OpenGL draw calls will set errors. |
CVDisplayLinkStop(displayLink); |
} |
- (void) initGL |
{ |
// The reshape function may have changed the thread to which our OpenGL |
// context is attached before prepareOpenGL and initGL are called. So call |
// makeCurrentContext to ensure that our OpenGL context current to this |
// thread (i.e. makeCurrentContext directs all OpenGL calls on this thread |
// to [self openGLContext]) |
[[self openGLContext] makeCurrentContext]; |
// Synchronize buffer swaps with vertical refresh rate |
GLint swapInt = 1; |
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; |
// Init our renderer. Use 0 for the defaultFBO which is appropriate for |
// OSX (but not iOS since iOS apps must create their own FBO) |
_renderer = [[OpenGLRenderer alloc] initWithDefaultFBO:0]; |
} |
- (void)reshape |
{ |
[super reshape]; |
// We draw on a secondary thread through the display link. However, when |
// resizing the view, -drawRect is called on the main thread. |
// Add a mutex around to avoid the threads accessing the context |
// simultaneously when resizing. |
CGLLockContext([[self openGLContext] CGLContextObj]); |
// Get the view size in Points |
NSRect viewRectPoints = [self bounds]; |
#if SUPPORT_RETINA_RESOLUTION |
// Rendering at retina resolutions will reduce aliasing, but at the potential |
// cost of framerate and battery life due to the GPU needing to render more |
// pixels. |
// Any calculations the renderer does which use pixel dimentions, must be |
// in "retina" space. [NSView convertRectToBacking] converts point sizes |
// to pixel sizes. Thus the renderer gets the size in pixels, not points, |
// so that it can set it's viewport and perform and other pixel based |
// calculations appropriately. |
// viewRectPixels will be larger than viewRectPoints for retina displays. |
// viewRectPixels will be the same as viewRectPoints for non-retina displays |
NSRect viewRectPixels = [self convertRectToBacking:viewRectPoints]; |
#else //if !SUPPORT_RETINA_RESOLUTION |
// App will typically render faster and use less power rendering at |
// non-retina resolutions since the GPU needs to render less pixels. |
// There is the cost of more aliasing, but it will be no-worse than |
// on a Mac without a retina display. |
// Points:Pixels is always 1:1 when not supporting retina resolutions |
NSRect viewRectPixels = viewRectPoints; |
#endif // !SUPPORT_RETINA_RESOLUTION |
// Set the new dimensions in our renderer |
[_renderer resizeWithWidth:viewRectPixels.size.width |
AndHeight:viewRectPixels.size.height]; |
CGLUnlockContext([[self openGLContext] CGLContextObj]); |
} |
- (void)renewGState |
{ |
// Called whenever graphics state updated (such as window resize) |
// OpenGL rendering is not synchronous with other rendering on the OSX. |
// Therefore, call disableScreenUpdatesUntilFlush so the window server |
// doesn't render non-OpenGL content in the window asynchronously from |
// OpenGL content, which could cause flickering. (non-OpenGL content |
// includes the title bar and drawing done by the app with other APIs) |
[[self window] disableScreenUpdatesUntilFlush]; |
[super renewGState]; |
} |
- (void) drawRect: (NSRect) theRect |
{ |
// Called during resize operations |
// Avoid flickering during resize by drawiing |
[self drawView]; |
} |
- (void) drawView |
{ |
[[self openGLContext] makeCurrentContext]; |
// We draw on a secondary thread through the display link |
// When resizing the view, -reshape is called automatically on the main |
// thread. Add a mutex around to avoid the threads accessing the context |
// simultaneously when resizing |
CGLLockContext([[self openGLContext] CGLContextObj]); |
[_renderer render]; |
CGLFlushDrawable([[self openGLContext] CGLContextObj]); |
CGLUnlockContext([[self openGLContext] CGLContextObj]); |
} |
- (void) dealloc |
{ |
// Stop the display link BEFORE releasing anything in the view |
// otherwise the display link thread may call into the view and crash |
// when it encounters something that has been release |
CVDisplayLinkStop(displayLink); |
CVDisplayLinkRelease(displayLink); |
} |
@end |
Copyright © 2015 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2015-08-07