Classes/EAGLView.m

/*
     File: EAGLView.m
 Abstract: n/a
  Version: 1.3
 
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#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/EAGLDrawable.h>
#import "EAGLView.h"
#import "Imaging.h"
 
 
// A class extension to declare private methods
@interface EAGLView ()
 
@property (nonatomic, retain) EAGLContext *context;
 
@end
 
 
@implementation EAGLView
 
@synthesize context;
@synthesize slider;
@synthesize tabBar;
 
 
// You must implement this method
+ (Class)layerClass
{
    return [CAEAGLLayer class];
}
 
 
// The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
- (id)initWithCoder:(NSCoder*)coder
{    
    if ((self = [super initWithCoder:coder]))
    {
        // Get the layer
        CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
        eaglLayer.opaque = YES;
        eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
            [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
            kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
            nil];
                    
        context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];        
        if (!context || ![EAGLContext setCurrentContext:context])
        {
            [self release];
            return nil;
        }
        
        // Create system framebuffer object. The backing will be allocated in -reshapeFramebuffer
        glGenFramebuffersOES(1, &viewFramebuffer);
        glGenRenderbuffersOES(1, &viewRenderbuffer);
        glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
        glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
        glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
        
        // Perform additional one-time GL initialization
        initGL();
    }
    return self;
}
 
 
- (void)drawView
{
    int mode = (int)self.tabBar.selectedItem.tag;
    float value = self.slider.value;
 
    // This application only creates a single GL context, so it is already current here.
    // If there are multiple contexts, ensure the correct one is current before drawing.
    drawGL(backingWidth, backingHeight, value, mode);
 
    // This application only creates a single (color) renderbuffer, so it is already bound here.
    // If there are multiple renderbuffers (for example color and depth), ensure the correct one is bound here.
    [context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
 
 
- (void)reshapeFramebuffer
{
    // Allocate GL color buffer backing, matching the current layer size
    [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
    
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
    
    // This application only needs color. If depth and/or stencil are needed, ensure they are also resized here.
    rt_assert(GL_FRAMEBUFFER_COMPLETE_OES == glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
    glCheckError();
}
 
 
- (void)layoutSubviews
{
    [self reshapeFramebuffer];
    [self drawView];
}
 
 
- (void)dealloc
{        
    if ([EAGLContext currentContext] == context)
        [EAGLContext setCurrentContext:nil];
    
    self.context = nil;
    self.slider = nil;
    self.tabBar = nil;
    [super dealloc];
}
 
@end