[Renderer] Delete and rebuild the Renderer project

It's just easier this way...
This commit is contained in:
Eryn Wells 2015-11-13 22:45:14 -08:00
parent 6fc2cd0a10
commit c9f24e095b
8 changed files with 130 additions and 129 deletions

View file

@ -1,104 +0,0 @@
//
// OpenGLView.swift
// OpenGLRenderer
//
// Created by Eryn Wells on 11/12/15.
// Copyright © 2015 Eryn Wells. All rights reserved.
//
import Foundation
import Cocoa
import OpenGL
import CoreVideo
class OpenGLView: NSOpenGLView {
private var didSetupOpenGL = false
private var displayLink: CVDisplayLink? = nil
override func viewWillMoveToSuperview(newSuperview: NSView?) {
if newSuperview != nil {
setupOpenGL()
startRenderingLoop()
} else {
stopRenderingLoop()
}
}
private func setupOpenGL() {
if didSetupOpenGL {
return
}
defer { didSetupOpenGL = true }
let attrs = [NSOpenGLPFAAccelerated,
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 24,
NSOpenGLPFAOpenGLProfile,
NSOpenGLProfileVersion4_1Core]
let format = NSOpenGLPixelFormat(attributes: UnsafePointer<UInt32>(attrs))
guard format != nil else {
// TODO: Throw an error?
return
}
let context = NSOpenGLContext(format: format!, shareContext: nil)
guard context != nil else {
// TODO: Throw an error?
return
}
CGLEnable(context!.CGLContextObj, kCGLCECrashOnRemovedFunctions)
pixelFormat = format
openGLContext = context
wantsBestResolutionOpenGLSurface = true
}
private func startRenderingLoop() {
var success = kCVReturnSuccess
success = CVDisplayLinkCreateWithActiveCGDisplays(&displayLink)
guard success == kCVReturnSuccess && displayLink != nil else {
// TODO: Throw an error?
return
}
success = CVDisplayLinkSetOutputHandler(displayLink!) {
(displayLink: CVDisplayLink,
currentTime: UnsafePointer<CVTimeStamp>,
displayTime: UnsafePointer<CVTimeStamp>,
optionsIn: CVOptionFlags,
optionsOut: UnsafeMutablePointer<CVOptionFlags>) -> CVReturn in
var result = kCVReturnSuccess
autoreleasepool {
result = self._renderAtTime(currentTime.memory)
}
return result
}
guard success == kCVReturnSuccess else {
// TODO: Throw an error?
return
}
if let context = self.openGLContext?.CGLContextObj, format = self.pixelFormat?.CGLPixelFormatObj {
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink!, context, format)
} else {
// TODO: Throw an error?
return
}
CVDisplayLinkStart(displayLink!)
}
private func stopRenderingLoop() {
guard displayLink != nil else { return }
CVDisplayLinkStop(displayLink!)
displayLink = nil
}
private func _renderAtTime(time: CVTimeStamp) -> CVReturn {
return kCVReturnSuccess
}
}