PBufferRenderer.m
/* |
File: PBufferRenderer.m |
Abstract: PBufferRenderer class. |
Version: 1.1 |
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*/ |
#import <OpenGL/CGLMacro.h> |
#import "PBufferRenderer.h" |
@implementation PBufferRenderer |
- (id) init |
{ |
return [self initWithCompositionPath:nil textureTarget:0 textureWidth:0 textureHeight:0 openGLContext:nil]; |
} |
- (id) initWithCompositionPath:(NSString*)path textureTarget:(GLenum)target textureWidth:(unsigned)width textureHeight:(unsigned)height openGLContext:(NSOpenGLContext*)context |
{ |
//IMPORTANT: We use the macros provided by <OpenGL/CGLMacro.h> which provide better performances and allows us not to bother with making sure the current context is valid |
CGLContextObj cgl_ctx = [context CGLContextObj]; |
NSOpenGLPixelFormatAttribute attributes[] = { |
NSOpenGLPFAPixelBuffer, |
NSOpenGLPFANoRecovery, |
NSOpenGLPFAAccelerated, |
NSOpenGLPFADepthSize, 24, |
(NSOpenGLPixelFormatAttribute) 0 |
}; |
NSOpenGLPixelFormat* format = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attributes] autorelease]; |
GLint saveTextureName; |
//Check parameters - Rendering at sizes smaller than 16x16 will likely produce garbage and we only support 2D or RECT textures |
if(![path length] || ((target != GL_TEXTURE_2D) && (target != GL_TEXTURE_RECTANGLE_EXT)) || (width < 16) || (height < 16) || (context == nil)) { |
[self release]; |
return nil; |
} |
if(self = [super init]) { |
//Keep the target OpenGL context around |
_textureContext = [context retain]; |
//Create the OpenGL pBuffer to render into |
_pixelBuffer = [[NSOpenGLPixelBuffer alloc] initWithTextureTarget:target textureInternalFormat:GL_RGBA textureMaxMipMapLevel:0 pixelsWide:width pixelsHigh:height]; |
if(_pixelBuffer == nil) { |
NSLog(@"Cannot create OpenGL pixel buffer"); |
[self release]; |
return nil; |
} |
//Create the OpenGL context to use to render in the pBuffer (with color and depth buffers) - It needs to be shared to ensure both contexts have identical virtual screen lists |
_pixelBufferContext = [[NSOpenGLContext alloc] initWithFormat:format shareContext:_textureContext]; |
if(_pixelBufferContext == nil) { |
NSLog(@"Cannot create OpenGL context"); |
[self release]; |
return nil; |
} |
//Attach the OpenGL context to the pBuffer (make sure it uses the same virtual screen as the primary OpenGL context) |
[_pixelBufferContext setPixelBuffer:_pixelBuffer cubeMapFace:0 mipMapLevel:0 currentVirtualScreen:[_textureContext currentVirtualScreen]]; |
//Create the QuartzComposer Renderer with that OpenGL context and the specified composition file |
_renderer = [[QCRenderer alloc] initWithOpenGLContext:_pixelBufferContext pixelFormat:format file:path]; |
if(_renderer == nil) { |
NSLog(@"Cannot create QCRenderer"); |
[self release]; |
return nil; |
} |
//Create the texture on the target OpenGL context |
_textureTarget = target; |
glGenTextures(1, &_textureName); |
//Configure the texture - For extra safety, we save and restore the currently bound texture |
glGetIntegerv((_textureTarget == GL_TEXTURE_RECTANGLE_EXT ? GL_TEXTURE_BINDING_RECTANGLE_EXT : GL_TEXTURE_BINDING_2D), &saveTextureName); |
glBindTexture(_textureTarget, _textureName); |
glTexParameteri(_textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
glTexParameteri(_textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
if(_textureTarget == GL_TEXTURE_RECTANGLE_EXT) { |
glTexParameteri(_textureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
glTexParameteri(_textureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
} |
else { |
glTexParameteri(_textureTarget, GL_TEXTURE_WRAP_S, GL_REPEAT); |
glTexParameteri(_textureTarget, GL_TEXTURE_WRAP_T, GL_REPEAT); |
} |
glBindTexture(_textureTarget, saveTextureName); |
//Update the texture immediately |
[self updateTextureForTime:0.0]; |
} |
return self; |
} |
- (void) _updateTextureOnTargetContext |
{ |
//IMPORTANT: We use the macros provided by <OpenGL/CGLMacro.h> which provide better performances and allows us not to bother with making sure the current context is valid |
CGLContextObj cgl_ctx = [_textureContext CGLContextObj]; |
GLint saveTextureName; |
//Save the currently bound texture |
glGetIntegerv((_textureTarget == GL_TEXTURE_RECTANGLE_EXT ? GL_TEXTURE_BINDING_RECTANGLE_EXT : GL_TEXTURE_BINDING_2D), &saveTextureName); |
//Bind the texture and update its contents |
glBindTexture(_textureTarget, _textureName); |
[_textureContext setTextureImageToPixelBuffer:_pixelBuffer colorBuffer:GL_FRONT]; |
//Restore the previously bound texture |
glBindTexture(_textureTarget, saveTextureName); |
} |
- (BOOL) updateTextureForTime:(NSTimeInterval)time |
{ |
//IMPORTANT: We use the macros provided by <OpenGL/CGLMacro.h> which provide better performances and allows us not to bother with making sure the current context is valid |
CGLContextObj cgl_ctx = [_pixelBufferContext CGLContextObj]; |
BOOL success; |
GLenum error; |
NSOpenGLPixelBuffer* pBuffer; |
//Make sure the virtual screen for the pBuffer and its rendering context match the target one |
if([_textureContext currentVirtualScreen] != [_pixelBufferContext currentVirtualScreen]) { |
pBuffer = [[NSOpenGLPixelBuffer alloc] initWithTextureTarget:_textureTarget textureInternalFormat:GL_RGBA textureMaxMipMapLevel:0 pixelsWide:[_pixelBuffer pixelsWide] pixelsHigh:[_pixelBuffer pixelsHigh]]; |
if(pBuffer) { |
[_pixelBufferContext clearDrawable]; |
[_pixelBuffer release]; |
_pixelBuffer = pBuffer; |
[_pixelBufferContext setPixelBuffer:_pixelBuffer cubeMapFace:0 mipMapLevel:0 currentVirtualScreen:[_textureContext currentVirtualScreen]]; |
} |
else { |
NSLog(@"%: Failed recreating OpenGL pixel buffer"); |
return NO; |
} |
} |
//Render a frame from the composition at the specified time in the pBuffer |
success = [_renderer renderAtTime:time arguments:nil]; |
//IMPORTANT: Make sure all OpenGL rendering commands were sent to the pBuffer OpenGL context |
glFlushRenderAPPLE(); |
//Update the texture in the target OpenGL context from the contents of the pBuffer |
[self _updateTextureOnTargetContext]; |
//Check for errors |
if(error = glGetError()) |
NSLog(@"%@: OpenGL error 0x%04X", error); |
return success; |
} |
- (GLenum) textureTarget |
{ |
return _textureTarget; |
} |
- (GLuint) textureName |
{ |
return _textureName; |
} |
- (unsigned) textureWidth |
{ |
return [_pixelBuffer pixelsWide]; |
} |
- (unsigned) textureHeight |
{ |
return [_pixelBuffer pixelsHigh]; |
} |
- (float) textureCoordSMin |
{ |
return 0.0; |
} |
- (float) textureCoordSMax |
{ |
return (_textureTarget == GL_TEXTURE_RECTANGLE_EXT ? (float)[_pixelBuffer pixelsWide] : 1.0); |
} |
- (float) textureCoordTMin |
{ |
return 0.0; |
} |
- (float) textureCoordTMax |
{ |
return (_textureTarget == GL_TEXTURE_RECTANGLE_EXT ? (float)[_pixelBuffer pixelsHigh] : 1.0); |
} |
- (void) dealloc |
{ |
//IMPORTANT: We use the macros provided by <OpenGL/CGLMacro.h> which provide better performances and allows us not to bother with making sure the current context is valid |
CGLContextObj cgl_ctx = [_textureContext CGLContextObj]; |
//Destroy the texture on the target OpenGL context |
if(_textureName) |
glDeleteTextures(1, &_textureName); |
//Destroy the renderer |
[_renderer release]; |
//Destroy the OpenGL context |
[_pixelBufferContext clearDrawable]; |
[_pixelBufferContext release]; |
//Destroy the OpenGL pixel buffer |
[_pixelBuffer release]; |
//Release target OpenGL context |
[_textureContext release]; |
[super dealloc]; |
} |
@end |
Copyright © 2009 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2009-10-27