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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
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| /*************************************************************************/
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| /*  context_gl_osx.mm                                                    */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "context_gl_osx.h"
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| 
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| #if defined(OPENGL_ENABLED) || defined(GLES_ENABLED)
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| 
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| void ContextGL_OSX::release_current() {
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| 	[NSOpenGLContext clearCurrentContext];
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| }
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| 
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| void ContextGL_OSX::make_current() {
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| 	[context makeCurrentContext];
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| }
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| 
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| void ContextGL_OSX::update() {
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| 	[context update];
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| }
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| 
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| void ContextGL_OSX::set_opacity(GLint p_opacity) {
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| 	[context setValues:&p_opacity forParameter:NSOpenGLCPSurfaceOpacity];
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| }
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| 
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| int ContextGL_OSX::get_window_width() {
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| 	return OS::get_singleton()->get_video_mode().width;
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| }
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| 
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| int ContextGL_OSX::get_window_height() {
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| 	return OS::get_singleton()->get_video_mode().height;
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| }
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| 
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| void ContextGL_OSX::swap_buffers() {
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| 	[context flushBuffer];
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| }
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| 
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| void ContextGL_OSX::set_use_vsync(bool p_use) {
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| 	CGLContextObj ctx = CGLGetCurrentContext();
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| 	if (ctx) {
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| 		GLint swapInterval = p_use ? 1 : 0;
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| 		CGLSetParameter(ctx, kCGLCPSwapInterval, &swapInterval);
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| 		use_vsync = p_use;
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| 	}
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| }
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| 
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| bool ContextGL_OSX::is_using_vsync() const {
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| 	return use_vsync;
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| }
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| 
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| Error ContextGL_OSX::initialize() {
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| 	framework = CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl"));
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| 	ERR_FAIL_COND_V(!framework, ERR_CANT_CREATE);
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| 
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| 	unsigned int attributeCount = 0;
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| 
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| 	// OS X needs non-zero color size, so set reasonable values
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| 	int colorBits = 32;
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| 
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| 	// Fail if a robustness strategy was requested
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| 
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| #define ADD_ATTR(x) \
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| 	{ attributes[attributeCount++] = x; }
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| #define ADD_ATTR2(x, y) \
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| 	{                   \
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| 		ADD_ATTR(x);    \
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| 		ADD_ATTR(y);    \
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| 	}
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| 
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| 	// Arbitrary array size here
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| 	NSOpenGLPixelFormatAttribute attributes[40];
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| 
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| 	ADD_ATTR(NSOpenGLPFADoubleBuffer);
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| 	ADD_ATTR(NSOpenGLPFAClosestPolicy);
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| 
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| 	if (!opengl_3_context) {
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| 		ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersionLegacy);
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| 	} else {
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| 		//we now need OpenGL 3 or better, maybe even change this to 3_3Core ?
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| 		ADD_ATTR2(NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core);
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| 	}
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| 
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| 	ADD_ATTR2(NSOpenGLPFAColorSize, colorBits);
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| 
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| 	/*
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| 	if (fbconfig->alphaBits > 0)
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| 		ADD_ATTR2(NSOpenGLPFAAlphaSize, fbconfig->alphaBits);
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| */
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| 
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| 	ADD_ATTR2(NSOpenGLPFADepthSize, 24);
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| 
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| 	ADD_ATTR2(NSOpenGLPFAStencilSize, 8);
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| 
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| 	/*
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| 	if (fbconfig->stereo)
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| 		ADD_ATTR(NSOpenGLPFAStereo);
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| */
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| 
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| 	/*
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| 	if (fbconfig->samples > 0) {
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| 		ADD_ATTR2(NSOpenGLPFASampleBuffers, 1);
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| 		ADD_ATTR2(NSOpenGLPFASamples, fbconfig->samples);
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| 	}
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| */
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| 
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| 	// NOTE: All NSOpenGLPixelFormats on the relevant cards support sRGB
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| 	//       framebuffer, so there's no need (and no way) to request it
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| 
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| 	ADD_ATTR(0);
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| 
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| #undef ADD_ATTR
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| #undef ADD_ATTR2
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| 
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| 	pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
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| 	ERR_FAIL_COND_V(pixelFormat == nil, ERR_CANT_CREATE);
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| 
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| 	context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat shareContext:nil];
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| 
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| 	ERR_FAIL_COND_V(context == nil, ERR_CANT_CREATE);
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| 
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| 	[context setView:window_view];
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| 
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| 	[context makeCurrentContext];
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| 
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| 	return OK;
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| }
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| 
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| ContextGL_OSX::ContextGL_OSX(id p_view, bool p_opengl_3_context) {
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| 	opengl_3_context = p_opengl_3_context;
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| 	window_view = p_view;
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| 	use_vsync = false;
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| }
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| 
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| ContextGL_OSX::~ContextGL_OSX() {}
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| 
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| #endif
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