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ExampleCAOpenGLLayer.m
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//
// File: ExampleCAOpenGLLayer.m
//
// Abstract: A sample CAOpenGLLayer subclass that demonstrates how to use
// a CAOpenGLLayer to provide content.
//
// Version: 1.0
//
// Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. ("Apple")
// in consideration of your agreement to the following terms, and your use,
// installation, modification or redistribution of this Apple software
// constitutes acceptance of these terms. If you do not agree with these
// terms, please do not use, install, modify or redistribute this Apple
// software.
//
// In consideration of your agreement to abide by the following terms, and
// subject to these terms, Apple grants you a personal, non - exclusive
// license, under Apple's copyrights in this original Apple software ( the
// "Apple Software" ), to use, reproduce, modify and redistribute the Apple
// Software, with or without modifications, in source and / or binary forms;
// provided that if you redistribute the Apple Software in its entirety and
// without modifications, you must retain this notice and the following text
// and disclaimers in all such redistributions of the Apple Software. Neither
// the name, trademarks, service marks or logos of Apple Inc. may be used to
// endorse or promote products derived from the Apple Software without specific
// prior written permission from Apple. Except as expressly stated in this
// notice, no other rights or licenses, express or implied, are granted by
// Apple herein, including but not limited to any patent rights that may be
// infringed by your derivative works or by other works in which the Apple
// Software may be incorporated.
//
// The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
// WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
// WARRANTIES OF NON - INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A
// PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION
// ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
//
// IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
// CONSEQUENTIAL DAMAGES ( INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION ) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION
// AND / OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER
// UNDER THEORY OF CONTRACT, TORT ( INCLUDING NEGLIGENCE ), STRICT LIABILITY OR
// OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright ( C ) 2008 Apple Inc. All Rights Reserved.
//
#import <OpenGL/gl.h>
#import "ExampleCAOpenGLLayer.h"
@implementation ExampleCAOpenGLLayer
// Numbers (and file layout) is in the typical order that these messages will be sent.
// 1) [Optional] This message is sent prior to get a description of the pixel format that you need to render your content.
// This pixel format should use the given display mask for the kCGLPFADisplayMask format attribute for optimal performance.
-(CGLPixelFormatObj)copyCGLPixelFormatForDisplayMask:(uint32_t)mask
{
// The default is fine for this demonstration.
return [super copyCGLPixelFormatForDisplayMask:mask];
}
// 2) [Optional] This message is sent prior to rendering to create a context to render to.
// You would typically override this method if you needed to specify a share context to share OpenGL resources.
// This is also an ideal location to do any initialization that is necessary for the context returned
-(CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pixelFormat
{
// Default handling is fine for this demonstration.
return [super copyCGLContextForPixelFormat:pixelFormat];
}
// 3) [Optional] This message is sent prior to rendering a frame to determine if the layer has new content.
// If this layer is asynchronous and has internal knowledge of when the content has changed
// then you would want to implement this message in order to inform Core Animation when you have new content.
// If the layer is not asynchronous, or you always have new content you do not need to implement this message.
-(BOOL)canDrawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
// Just like the default, we'll just always return YES and always refresh.
// You normally would not override this method to do this.
return YES;
}
// 4) [Required] Implement this message in order to actually draw anything.
// Typically you will do the following when you recieve this message:
// 1. Draw your OpenGL content! (the current context has already been set)
// 2. call [super drawInContext:pixelFormat:forLayerTime:displayTime:] to finalize the layer content, or call glFlush().
// NOTE: The viewport has already been set correctly by the time this message is sent, so you do not need to set it yourself.
// The viewport is automatically updated whenever the layer is displayed (that is, when the -display message is sent).
// This is arranged for when you send the -setNeedsDisplay message, or when the needsDisplayOnBoundsChange property is set to YES
// and the layer's size changes.
-(void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
// Set the current context to the one given to us.
CGLSetCurrentContext(glContext);
// We're just going to draw a single red quad spinning around based on the current time. Nothing particularly fancy.
GLfloat rotate = timeInterval * 60.0; // 60 degrees per second!
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(rotate, 0.0, 0.0, 1.0);
glBegin(GL_QUADS);
glColor3f(1.0, 0.0, 0.0);
glVertex2f(-0.5, -0.5);
glVertex2f(-0.5, 0.5);
glVertex2f( 0.5, 0.5);
glVertex2f( 0.5, -0.5);
glEnd();
glPopMatrix();
// Call super to finalize the drawing. By default all it does is call glFlush().
[super drawInCGLContext:glContext pixelFormat:pixelFormat forLayerTime:timeInterval displayTime:timeStamp];
}
// 5) [Optional] Called when the context given is no longer needed.
// This is a good place to cleaup any context specific initializations that are necessary (which is usually none).
// It is not typical to override this method.
-(void)releaseCGLContext:(CGLContextObj)glContext
{
[super releaseCGLContext:glContext];
}
// 6) [Optional] Called when the given pixel format is no longer needed.
// It is not typical to override this method.
-(void)releaseCGLPixelFormat:(CGLPixelFormatObj)pixelFormat
{
[super releaseCGLPixelFormat:pixelFormat];
}
@end