OpenSceneGraph/src/osgViewer/GraphicsWindowIOS.mm
Robert Osfield 1bcd36f5ed From Stephan Huber, "A recent commit
(41e23f466d)
for GraphicWindowsIOS.mm broke the compilation for OpenGL ES 1.x as
GL_DEPTH_COMPONENT32_OES is not defined for 1.x. I added a #define-guard."
2011-11-01 13:41:48 +00:00

1046 lines
35 KiB
Plaintext

#include <iostream>
#include <osgViewer/api/IOS/GraphicsWindowIOS>
#import <QuartzCore/QuartzCore.h>
#import <UIKit/UIKit.h>
#if OSG_GLES1_FEATURES
#import <OpenGLES/ES1/glext.h>
#else
#import <OpenGLES/ES2/glext.h>
// in GLES2, the OES suffix if dropped from function names (from rti)
#define glGenFramebuffersOES glGenFramebuffers
#define glGenRenderbuffersOES glGenRenderbuffers
#define glBindFramebufferOES glBindFramebuffer
#define glBindRenderbufferOES glBindRenderbuffer
#define glFramebufferRenderbufferOES glFramebufferRenderbuffer
#define glGetRenderbufferParameterivOES glGetRenderbufferParameteriv
#define glRenderbufferStorageOES glRenderbufferStorage
#define glDeleteRenderbuffersOES glDeleteRenderbuffers
#define glDeleteFramebuffersOES glDeleteFramebuffers
#define glCheckFramebufferStatusOES glCheckFramebufferStatus
#define GL_FRAMEBUFFER_OES GL_FRAMEBUFFER
#define GL_RENDERBUFFER_OES GL_RENDERBUFFER
#define GL_RENDERBUFFER_WIDTH_OES GL_RENDERBUFFER_WIDTH
#define GL_RENDERBUFFER_HEIGHT_OES GL_RENDERBUFFER_HEIGHT
#define GL_COLOR_ATTACHMENT0_OES GL_COLOR_ATTACHMENT0
#define GL_DEPTH_ATTACHMENT_OES GL_DEPTH_ATTACHMENT
#define GL_DEPTH_COMPONENT16_OES GL_DEPTH_COMPONENT16
#define GL_STENCIL_INDEX8_OES GL_STENCIL_INDEX8
#define GL_FRAMEBUFFER_COMPLETE_OES GL_FRAMEBUFFER_COMPLETE
#define GL_STENCIL_ATTACHMENT_OES GL_STENCIL_ATTACHMENT
#define GL_RGB5_A1_OES GL_RGB5_A1
#endif
#include "IOSUtils.h"
#pragma mark GraphicsWindowIOSWindow
// ----------------------------------------------------------------------------------------------------------
// GraphicsWindowIOSWindow, implements canBecomeKeyWindow + canBecomeMainWindow
// ----------------------------------------------------------------------------------------------------------
@interface GraphicsWindowIOSWindow : UIWindow
{
}
- (BOOL) canBecomeKeyWindow;
- (BOOL) canBecomeMainWindow;
@end
@implementation GraphicsWindowIOSWindow
//
//Implement dealloc
//
- (void) dealloc
{
[super dealloc];
}
- (BOOL) canBecomeKeyWindow
{
return YES;
}
- (BOOL) canBecomeMainWindow
{
return YES;
}
@end
#pragma mark GraphicsWindowIOSGLView
// ----------------------------------------------------------------------------------------------------------
// GraphicsWindowIOSGLView
// custom UIView-class handling creation and display of frame/render buffers plus receives touch input
// ----------------------------------------------------------------------------------------------------------
@interface GraphicsWindowIOSGLView : UIView
{
@private
osgViewer::GraphicsWindowIOS* _win;
EAGLContext* _context;
/* The pixel dimensions of the backbuffer */
GLint _backingWidth;
GLint _backingHeight;
//the pixel buffers for the video
/* OpenGL names for the renderbuffer and framebuffers used to render to this view */
GLuint _viewRenderbuffer, _viewFramebuffer;
/* OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist) */
GLuint _depthRenderbuffer;
/* OpenGL name for the stencil buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist) */
GLuint _stencilBuffer;
// for multisampled antialiased rendering
GLuint _msaaFramebuffer, _msaaRenderBuffer, _msaaDepthBuffer;
}
- (void)setGraphicsWindow: (osgViewer::GraphicsWindowIOS*) win;
- (osgViewer::GraphicsWindowIOS*) getGraphicsWindow;
- (void)setOpenGLContext: (EAGLContext*) context;
- (BOOL)createFramebuffer;
- (void)destroyFramebuffer;
- (void)swapBuffers;
- (void)bindFrameBuffer;
- (BOOL)acceptsFirstResponder;
- (BOOL)becomeFirstResponder;
- (BOOL)resignFirstResponder;
- (osgGA::GUIEventAdapter::TouchPhase) convertTouchPhase: (UITouchPhase) phase;
- (osg::Vec2) convertPointToPixel: (osg::Vec2) point;
- (void) dealloc;
@end
@implementation GraphicsWindowIOSGLView
- (osgGA::GUIEventAdapter::TouchPhase) convertTouchPhase: (UITouchPhase) phase
{
switch(phase) {
case UITouchPhaseBegan:
return osgGA::GUIEventAdapter::TOUCH_BEGAN;
break;
case UITouchPhaseMoved:
return osgGA::GUIEventAdapter::TOUCH_MOVED;
break;
case UITouchPhaseStationary:
return osgGA::GUIEventAdapter::TOUCH_STATIONERY;
break;
case UITouchPhaseEnded:
case UITouchPhaseCancelled:
return osgGA::GUIEventAdapter::TOUCH_ENDED;
break;
}
return osgGA::GUIEventAdapter::TOUCH_ENDED;
}
- (osg::Vec2) convertPointToPixel: (osg::Vec2) point
{
//get the views contentscale factor and multiply the point by it
float scale = 1.0f;
#ifdef __IPHONE_4_0 && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
scale = self.contentScaleFactor;
#endif
return osg::Vec2(point.x()*scale, point.y()*scale);
}
-(void) setGraphicsWindow: (osgViewer::GraphicsWindowIOS*) win
{
_win = win;
}
- (osgViewer::GraphicsWindowIOS*) getGraphicsWindow {
return _win;
}
-(void) setOpenGLContext: (EAGLContext*) context
{
_context = context;
}
// You must implement this method
+ (Class)layerClass {
return [CAEAGLLayer class];
}
//
//Called when the view is created using a frame for dimensions
//
- (id)initWithFrame:(CGRect)frame : (osgViewer::GraphicsWindowIOS*)win{
_win = win;
if ((self = [super initWithFrame:frame])) {
// Get the layer
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;//need to look into this, can't remember why it's here, i.e. do I set it to no for alphaed window?
if(_win->getTraits()->alpha > 0)
{
//create layer with alpha channel RGBA8
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
}else{
//else no alpha, IOS uses RBG565
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGB565, kEAGLDrawablePropertyColorFormat, nil];
}
}
self.multipleTouchEnabled = YES;
return self;
}
//
//Implement dealloc to destory our frame buffer
//
- (void) dealloc
{
OSG_INFO << "GraphicsWindowIOSGLView::dealloc" << std::endl;
[super dealloc];
}
- (void)layoutSubviews {
/*
[EAGLContext setCurrentContext:_context];
[self destroyFramebuffer];
[self createFramebuffer];
*/
}
- (BOOL)createFramebuffer {
_msaaFramebuffer = _msaaRenderBuffer = 0;
glGenFramebuffersOES(1, &_viewFramebuffer);
glGenRenderbuffersOES(1, &_viewRenderbuffer);
// set the default id for osg to switch back after using fbos.
_win->setDefaultFboId(_viewFramebuffer);
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);
osg::notify(osg::DEBUG_INFO) << "GraphicsWindowIOS::createFramebuffer INFO: Created GL RenderBuffer of size " << _backingWidth << ", " << _backingHeight << " ." << std::endl;
//add depth if requested
if(_win->getTraits()->depth > 0) {
glGenRenderbuffersOES(1, &_depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _depthRenderbuffer);
if(_win->getTraits()->depth == 16)
{
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, _backingWidth, _backingHeight);
}else if(_win->getTraits()->depth == 24){
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT24_OES, _backingWidth, _backingHeight);
}
#if defined(OSG_GLES2_AVAILABLE)
else if(_win->getTraits()->depth == 32){
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT32_OES, _backingWidth, _backingHeight);
}
#endif
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, _depthRenderbuffer);
}
//add stencil if requested
if(_win->getTraits()->stencil > 0) {
glGenRenderbuffersOES(1, &_stencilBuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _stencilBuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_STENCIL_INDEX8_OES, _backingWidth, _backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, _stencilBuffer);
}
//MSAA only available for >= 4.0 sdk
#ifdef __IPHONE_4_0 && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
if(_win->getTraits()->sampleBuffers > 0)
{
glGenFramebuffersOES(1, &_msaaFramebuffer);
glGenRenderbuffersOES(1, &_msaaRenderBuffer);
_win->setDefaultFboId(_msaaFramebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, _msaaFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _msaaRenderBuffer);
// Samples is the amount of pixels the MSAA buffer uses to make one pixel on the render // buffer. Use a small number like 2 for the 3G and below and 4 or more for newer models
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, _win->getTraits()->samples, GL_RGB5_A1_OES, _backingWidth, _backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, _msaaRenderBuffer);
glGenRenderbuffersOES(1, &_msaaDepthBuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _msaaDepthBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, _win->getTraits()->samples, ( _win->getTraits()->depth == 16) ? GL_DEPTH_COMPONENT16_OES : GL_DEPTH_COMPONENT24_OES, _backingWidth , _backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, _msaaDepthBuffer);
}
#endif
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
OSG_FATAL << "GraphicsWindowIOS::createFramebuffer ERROR: Failed to create a GL RenderBuffer, glCheckFramebufferStatusOES returned '"
<< glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) << "'." << std::endl;
return NO;
}
return YES;
}
- (void)destroyFramebuffer {
if(_viewFramebuffer)
{
glDeleteFramebuffersOES(1, &_viewFramebuffer);
_viewFramebuffer = 0;
}
if(_viewRenderbuffer)
{
glDeleteRenderbuffersOES(1, &_viewRenderbuffer);
_viewRenderbuffer = 0;
}
if(_depthRenderbuffer) {
glDeleteRenderbuffersOES(1, &_depthRenderbuffer);
_depthRenderbuffer = 0;
}
if(_stencilBuffer) {
glDeleteFramebuffersOES(1, &_stencilBuffer);
_stencilBuffer = 0;
}
if(_msaaRenderBuffer) {
glDeleteFramebuffersOES(1, &_msaaRenderBuffer);
_msaaRenderBuffer = 0;
}
if(_msaaDepthBuffer) {
glDeleteFramebuffersOES(1, &_msaaDepthBuffer);
_msaaDepthBuffer = 0;
}
if(_msaaFramebuffer) {
glDeleteFramebuffersOES(1, &_msaaFramebuffer);
_msaaFramebuffer = 0;
}
}
//
//Swap the view and render buffers
//
- (void)swapBuffers {
#ifdef __IPHONE_4_0 && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
if(_msaaFramebuffer)
{
glBindFramebufferOES(GL_FRAMEBUFFER_OES, _msaaFramebuffer);
glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, _msaaFramebuffer);
glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, _viewFramebuffer);
glResolveMultisampleFramebufferAPPLE();
GLenum attachments[] = {GL_DEPTH_ATTACHMENT_OES, GL_COLOR_ATTACHMENT0_OES};
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
}
#endif
//swap buffers (sort of i think?)
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer);
//display render in context
[_context presentRenderbuffer:GL_RENDERBUFFER_OES];
//re bind the frame buffer for next frames renders
glBindFramebufferOES(GL_FRAMEBUFFER_OES, _viewFramebuffer);
#ifdef __IPHONE_4_0 && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
if (_msaaFramebuffer)
glBindFramebufferOES(GL_FRAMEBUFFER_OES, _msaaFramebuffer);;
#endif
}
//
//bind view buffer as current for new render pass
//
- (void)bindFrameBuffer {
//bind the frame buffer
glBindFramebufferOES(GL_FRAMEBUFFER_OES, _viewFramebuffer);
#ifdef __IPHONE_4_0 && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
if (_msaaFramebuffer)
glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, _msaaFramebuffer);
#endif
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
- (BOOL)becomeFirstResponder
{
return YES;
}
- (BOOL)resignFirstResponder
{
return YES;
}
//
//Touch input callbacks
//
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
osg::ref_ptr<osgGA::GUIEventAdapter> osg_event(NULL);
for(int i=0; i<[allTouches count]; i++)
{
UITouch *touch = [[allTouches allObjects] objectAtIndex:i];
CGPoint pos = [touch locationInView:touch.view];
osg::Vec2 pixelPos = [self convertPointToPixel: osg::Vec2(pos.x,pos.y)];
if (!osg_event) {
osg_event = _win->getEventQueue()->touchBegan(i, [self convertTouchPhase: [touch phase]], pixelPos.x(), pixelPos.y());
} else {
osg_event->addTouchPoint(i, [self convertTouchPhase: [touch phase]], pixelPos.x(), pixelPos.y());
}
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
osg::ref_ptr<osgGA::GUIEventAdapter> osg_event(NULL);
for(int i=0; i<[allTouches count]; i++)
{
UITouch *touch = [[allTouches allObjects] objectAtIndex:i];
CGPoint pos = [touch locationInView:touch.view];
osg::Vec2 pixelPos = [self convertPointToPixel: osg::Vec2(pos.x,pos.y)];
if (!osg_event) {
osg_event = _win->getEventQueue()->touchMoved(i, [self convertTouchPhase: [touch phase]], pixelPos.x(), pixelPos.y());
} else {
osg_event->addTouchPoint(i, [self convertTouchPhase: [touch phase]], pixelPos.x(), pixelPos.y());
}
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSSet *allTouches = [event allTouches];
osg::ref_ptr<osgGA::GUIEventAdapter> osg_event(NULL);
for(int i=0; i<[allTouches count]; i++)
{
UITouch *touch = [[allTouches allObjects] objectAtIndex:i];
CGPoint pos = [touch locationInView:touch.view];
osg::Vec2 pixelPos = [self convertPointToPixel: osg::Vec2(pos.x,pos.y)];
if (!osg_event) {
osg_event = _win->getEventQueue()->touchEnded(i, [self convertTouchPhase: [touch phase]], pixelPos.x(), pixelPos.y(), [touch tapCount]);
} else {
osg_event->addTouchPoint(i, [self convertTouchPhase: [touch phase]], pixelPos.x(), pixelPos.y(), [touch tapCount]);
}
}
}
@end
@interface GraphicsWindowIOSGLViewController : UIViewController
{
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation;
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation duration:(NSTimeInterval)duration;
@end
@implementation GraphicsWindowIOSGLViewController
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
osgViewer::GraphicsWindowIOS* win = [(GraphicsWindowIOSGLView*)(self.view) getGraphicsWindow];
if(!win){return NO;}
osgViewer::GraphicsWindowIOS::WindowData::DeviceOrientationFlags flags = win->getDeviceOrientationFlags();
BOOL result(NO);
switch (interfaceOrientation) {
case UIDeviceOrientationPortrait:
if(flags & osgViewer::GraphicsWindowIOS::WindowData::PORTRAIT_ORIENTATION){
result = YES;
}
break;
case UIDeviceOrientationPortraitUpsideDown:
if(flags & osgViewer::GraphicsWindowIOS::WindowData::PORTRAIT_UPSIDEDOWN_ORIENTATION){
result = YES;
}
break;
case UIInterfaceOrientationLandscapeLeft:
if(win->getTraits()->supportsResize && flags & osgViewer::GraphicsWindowIOS::WindowData::LANDSCAPE_LEFT_ORIENTATION){
result = YES;
}
break;
case UIInterfaceOrientationLandscapeRight:
if(win->getTraits()->supportsResize && flags & osgViewer::GraphicsWindowIOS::WindowData::LANDSCAPE_RIGHT_ORIENTATION){
result = YES;
}
break;
default:
break;
}
OSG_INFO << "shouldAutorotateToInterfaceOrientation for " << interfaceOrientation << ": " << ((result==YES) ? "YES" : "NO") << std::endl;
return result;
}
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation duration:(NSTimeInterval)duration
{
osgViewer::GraphicsWindowIOS* win = [(GraphicsWindowIOSGLView*)(self.view) getGraphicsWindow];
if (win) {
CGRect frame = self.view.bounds;
osg::Vec2 pointOrigin = osg::Vec2(frame.origin.x,frame.origin.y);
osg::Vec2 pointSize = osg::Vec2(frame.size.width,frame.size.height);
osg::Vec2 pixelOrigin = [(GraphicsWindowIOSGLView*)(self.view) convertPointToPixel:pointOrigin];
osg::Vec2 pixelSize = [(GraphicsWindowIOSGLView*)(self.view) convertPointToPixel:pointSize];
OSG_INFO << "willAnimateRotationToInterfaceOrientation, resize to "
<< pixelOrigin.x() << " " << pixelOrigin.y() << " "
<< pixelSize.x() << " " << pixelSize.y()
<< std::endl;
win->resized(pixelOrigin.x(), pixelOrigin.y(), pixelSize.x(), pixelSize.y());
}
}
@end
using namespace osgIOS;
namespace osgViewer {
#pragma mark GraphicsWindowIOS
// ----------------------------------------------------------------------------------------------------------
// init
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::init()
{
if (_initialized) return;
_ownsWindow = false;
_context = NULL;
_window = NULL;
_view = NULL;
_viewController = NULL;
_updateContext = true;
//if -1.0 we use the screens scale factor
_viewContentScaleFactor = -1.0f;
_valid = _initialized = true;
}
// ----------------------------------------------------------------------------------------------------------
// realizeImplementation, creates the window + context
// ----------------------------------------------------------------------------------------------------------
bool GraphicsWindowIOS::realizeImplementation()
{
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
BOOL bar_hidden = (_traits->windowDecoration) ? NO: YES;
#ifdef __IPHONE_OS_VERSION_MIN_REQUIRED
#if __IPHONE_OS_VERSION_MIN_REQUIRED > 30100
[[UIApplication sharedApplication] setStatusBarHidden: bar_hidden withAnimation:UIStatusBarAnimationNone];
#else
[[UIApplication sharedApplication] setStatusBarHidden: bar_hidden animated:NO];
#endif
#endif
//Get info about the requested screen
IOSWindowingSystemInterface* wsi = dynamic_cast<IOSWindowingSystemInterface*>(osg::GraphicsContext::getWindowingSystemInterface());
osg::Vec2 screenSizePoints;
osg::Vec2 screenSizePixels;
float screenScaleFactor = 1.0f;
UIScreen* screen = nil;
osg::GraphicsContext::ScreenSettings screenSettings;
if (wsi) {
wsi->getScreenContentScaleFactor((*_traits), screenScaleFactor);
wsi->getScreenSizeInPoints((*_traits), screenSizePoints);
screenSizePixels = osg::Vec2(screenSettings.width, screenSettings.height);
wsi->getScreenSettings((*_traits), screenSettings);
screen = wsi->getUIScreen((*_traits));
}else{
OSG_FATAL << "GraphicsWindowIOS::realizeImplementation: ERROR: Failed to create IOS windowing system, OSG will be unable to create a vaild gl context and will not be able to render." << std::endl;
return false;
}
_ownsWindow = true;
// see if an existing inherited window was passed in
WindowData* windowData = _traits->inheritedWindowData ? dynamic_cast<WindowData*>(_traits->inheritedWindowData.get()) : NULL;
if (windowData)
{
if (windowData->getWindowOrParentView())
{
_ownsWindow = false;
_window = windowData->getWindowOrParentView();
}
_deviceOrientationFlags = windowData->_deviceOrientationFlags;
_viewContentScaleFactor = windowData->_viewContentScaleFactor;
}
//if the user hasn't specified a viewScaleFactor we will use the screens scale factor
//so we get a full res buffer
if(_viewContentScaleFactor < 0.0f)
{_viewContentScaleFactor = screenScaleFactor;}
OSG_DEBUG << "GraphicsWindowIOS::realizeImplementation / ownsWindow: " << _ownsWindow << std::endl;
//Here's the confusing bit, the default traits use the screen res which is in pixels and the user will want to use pixels also
//but we need to create our views and windows in points. By default we create a full res buffer across all devices. This
//means that for backward compatibility you need to set the windowData _viewContentScaleFactor to 1.0f and set the screen res to the
//res of the older gen device.
CGRect window_bounds;
osg::Vec2 pointsOrigin = this->pixelToPoint(osg::Vec2(_traits->x, _traits->y));
osg::Vec2 pointsSize = this->pixelToPoint(osg::Vec2(_traits->width, _traits->height));
window_bounds.origin.x = pointsOrigin.x();
window_bounds.origin.y = pointsOrigin.y();
window_bounds.size.width = pointsSize.x();
window_bounds.size.height = pointsSize.y();
//if we own the window we need to create one
if (_ownsWindow)
{
//create the IOS window object using the viewbounds (in points) required for our context size
_window = [[GraphicsWindowIOSWindow alloc] initWithFrame: window_bounds];// styleMask: style backing: NSBackingStoreBuffered defer: NO];
if (!_window) {
OSG_WARN << "GraphicsWindowIOS::realizeImplementation: ERROR: Failed to create GraphicsWindowIOSWindow can not display gl view" << std::endl;
return false;
}
OSG_DEBUG << "GraphicsWindowIOS::realizeImplementation: INFO: Created UIWindow with bounds '" << window_bounds.size.width << ", " << window_bounds.size.height << "' (points)." << std::endl;
//if the user has requested a differnet screenNum from default 0 get the UIScreen object and
//apply to our window (this is for IPad external screens, I don't have one, so I've no idea if it works)
//I'm also not sure if we should apply this to external windows also?
if(_traits->screenNum > 0 && screen != nil)
{
_window.screen = screen;
}
}
//create the desired OpenGLES context type
#if OSG_GLES1_FEATURES
_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
#elif OSG_GLES2_FEATURES
_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
#endif
if (!_context || ![EAGLContext setCurrentContext:_context]) {
#if OSG_GLES1_FEATURES
OSG_FATAL << "GraphicsWindowIOS::realizeImplementation: ERROR: Failed to create a valid OpenGLES1 context" << std::endl;
#elif OSG_GLES2_FEATURES
OSG_FATAL << "GraphicsWindowIOS::realizeImplementation: ERROR: Failed to create a valid OpenGLES2 context" << std::endl;
#endif
return false;
}
//create the view to display our context in our window
CGRect gl_view_bounds = (_ownsWindow) ? [_window frame] : window_bounds;
GraphicsWindowIOSGLView* theView = [[ GraphicsWindowIOSGLView alloc ] initWithFrame: gl_view_bounds : this ];
if(!theView)
{
OSG_FATAL << "GraphicsWindowIOS::realizeImplementation: ERROR: Failed to create GraphicsWindowIOSGLView, can not create frame buffers." << std::endl;
return false;
}
[theView setAutoresizingMask: ( UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight) ];
//Apply our content scale factor to our view, this is what converts the views points
//size to our desired context size.
#ifdef __IPHONE_4_0 && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
theView.contentScaleFactor = _viewContentScaleFactor;
#endif
[theView setGraphicsWindow: this];
[theView setOpenGLContext:_context];
_view = theView;
OSG_DEBUG << "GraphicsWindowIOS::realizeImplementation / view: " << theView << std::endl;
if (getDeviceOrientationFlags() != WindowData::IGNORE_ORIENTATION)
{
_viewController = [[GraphicsWindowIOSGLViewController alloc] init];
_viewController.view = _view;
}
// Attach view to window
[_window addSubview: _view];
[theView release];
//if we own the window also make it visible
if (_ownsWindow)
{
//show window
[_window makeKeyAndVisible];
}
[pool release];
// IOSs origin is top/left:
getEventQueue()->getCurrentEventState()->setMouseYOrientation(osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS);
_valid = _initialized = _realized = true;
return _valid;
}
// ----------------------------------------------------------------------------------------------------------
// closeImplementation
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::closeImplementation()
{
OSG_INFO << "close IOS window" << std::endl;
_valid = false;
_realized = false;
if (_view)
{
[_view setOpenGLContext: NULL];
[_context release];
[_view removeFromSuperview];
[_view setGraphicsWindow: NULL];
}
if (_viewController)
{
[_viewController release];
_viewController = NULL;
}
if (_window && _ownsWindow)
{
[_window release];
//[glView release];
}
_window = NULL;
_view = NULL;
_context = NULL;
}
// ----------------------------------------------------------------------------------------------------------
// makeCurrentImplementation
// ----------------------------------------------------------------------------------------------------------
bool GraphicsWindowIOS:: makeCurrentImplementation()
{
//bind the context
[EAGLContext setCurrentContext:_context];
if (_updateContext)
{
[_view destroyFramebuffer];
[_view createFramebuffer];
_updateContext = false;
}
//i think we also want to bind the frame buffer here
//[_view bindFrameBuffer];
return true;
}
// ----------------------------------------------------------------------------------------------------------
// releaseContextImplementation
// ----------------------------------------------------------------------------------------------------------
bool GraphicsWindowIOS::releaseContextImplementation()
{
if ([EAGLContext currentContext] == _context) {
[EAGLContext setCurrentContext:nil];
}
return true;
}
// ----------------------------------------------------------------------------------------------------------
// swapBuffersImplementation
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::swapBuffersImplementation()
{
//[_context flushBuffer];
[_view swapBuffers];
}
// ----------------------------------------------------------------------------------------------------------
// setWindowDecorationImplementation
//
// We will use this to toggle the status bar on IPhone, nearest thing to window decoration
// ----------------------------------------------------------------------------------------------------------
bool GraphicsWindowIOS::setWindowDecorationImplementation(bool flag)
{
if (!_realized || !_ownsWindow) return false;
BOOL bar_hidden = (flag) ? NO: YES;
#ifdef __IPHONE_OS_VERSION_MIN_REQUIRED
#if __IPHONE_OS_VERSION_MIN_REQUIRED > 30100
[[UIApplication sharedApplication] setStatusBarHidden: bar_hidden withAnimation:UIStatusBarAnimationNone];
#else
[[UIApplication sharedApplication] setStatusBarHidden: bar_hidden animated:NO];
#endif
#endif
return true;
}
// ----------------------------------------------------------------------------------------------------------
// grabFocus
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::grabFocus()
{
//i think make key is the equivalent of focus on iphone
[_window makeKeyWindow];
}
// ----------------------------------------------------------------------------------------------------------
// grabFocusIfPointerInWindow
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::grabFocusIfPointerInWindow()
{
OSG_INFO << "GraphicsWindowIOS :: grabFocusIfPointerInWindow not implemented yet " << std::endl;
}
// ----------------------------------------------------------------------------------------------------------
// raiseWindow
// Raise the window to the top.
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::raiseWindow()
{
[_window bringSubviewToFront:_view];
}
// ----------------------------------------------------------------------------------------------------------
// resizedImplementation
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::resizedImplementation(int x, int y, int width, int height)
{
GraphicsContext::resizedImplementation(x, y, width, height);
_updateContext = true;
getEventQueue()->windowResize(x,y,width, height, getEventQueue()->getTime());
}
// ----------------------------------------------------------------------------------------------------------
// setWindowRectangleImplementation
// ----------------------------------------------------------------------------------------------------------
bool GraphicsWindowIOS::setWindowRectangleImplementation(int x, int y, int width, int height)
{
OSG_INFO << "GraphicsWindowIOS :: setWindowRectangleImplementation not implemented yet " << std::endl;
if (!_ownsWindow)
return false;
return true;
}
void GraphicsWindowIOS::checkEvents()
{
}
// ----------------------------------------------------------------------------------------------------------
// setWindowName
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::setWindowName (const std::string & name)
{
OSG_INFO << "GraphicsWindowIOS :: setWindowName not implemented yet " << std::endl;
}
// ----------------------------------------------------------------------------------------------------------
// useCursor, no cursor on IOS
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::useCursor(bool cursorOn)
{
OSG_INFO << "GraphicsWindowIOS :: useCursor not implemented yet " << std::endl;
}
// ----------------------------------------------------------------------------------------------------------
// setCursor, no cursor on IOS
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::setCursor(MouseCursor mouseCursor)
{
OSG_INFO << "GraphicsWindowIOS :: setCursor not implemented yet " << std::endl;
}
// ----------------------------------------------------------------------------------------------------------
// setVSync, no vsync on IOS
// ----------------------------------------------------------------------------------------------------------
void GraphicsWindowIOS::setVSync(bool f)
{
OSG_INFO << "GraphicsWindowIOS :: setVSync not implemented yet " << std::endl;
}
// ----------------------------------------------------------------------------------------------------------
// helper funcs for converting points to pixels taking into account the views contents scale factor
// ----------------------------------------------------------------------------------------------------------
osg::Vec2 GraphicsWindowIOS::pointToPixel(const osg::Vec2& point)
{
return point * _viewContentScaleFactor;
}
osg::Vec2 GraphicsWindowIOS::pixelToPoint(const osg::Vec2& pixel)
{
float scaler = 1.0f / _viewContentScaleFactor;
return pixel * scaler;
}
// ----------------------------------------------------------------------------------------------------------
// d'tor
// ----------------------------------------------------------------------------------------------------------
GraphicsWindowIOS::~GraphicsWindowIOS()
{
close();
}
class ConcreteIOSWindowingSystemInterface : public IOSWindowingSystemInterface {
public:
ConcreteIOSWindowingSystemInterface()
: IOSWindowingSystemInterface()
{
}
virtual osg::GraphicsContext* createGraphicsContext(osg::GraphicsContext::Traits* traits)
{
if (traits->pbuffer)
{
// pbuffers not supported on iOS
return 0;
}
else
{
osg::ref_ptr<GraphicsWindowIOS> window = new GraphicsWindowIOS(traits);
if (window->valid()) return window.release();
else return 0;
}
}
};
}//end namspace
RegisterWindowingSystemInterfaceProxy<osgViewer::ConcreteIOSWindowingSystemInterface> createWindowingSystemInterfaceProxy;
// declare C entry point for static compilation.
extern "C" void graphicswindow_IOS(void)
{
osg::GraphicsContext::setWindowingSystemInterface(new osgViewer::ConcreteIOSWindowingSystemInterface());
}