three-dee/Renderer/OpenGLView.swift
Eryn Wells 2abf63e6fc [Renderer] Convert CV stuff to callback
Use callback instead of handler because the latter is apparently broken?
Fix a few issues I found by trying to build a simple app with it.
2015-11-14 23:17:15 -08:00

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4 KiB
Swift

//
// 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
public class OpenGLView: NSOpenGLView {
private var didSetupOpenGL = false
private var displayLink: CVDisplayLink? = nil
// TODO: Should this be weak?
public var renderer: FrameRenderer? = nil
deinit {
stopRenderingLoop()
}
override public func awakeFromNib() {
setupOpenGL()
startRenderingLoop()
}
override public func viewWillMoveToSuperview(newSuperview: NSView?) {
if newSuperview != nil {
setupOpenGL()
startRenderingLoop()
} else {
stopRenderingLoop()
}
}
private func setupOpenGL() {
guard !didSetupOpenGL else { 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
}
let unsafeSelf = UnsafeMutablePointer<Void>(unsafeAddressOf(self))
success = CVDisplayLinkSetOutputCallback(displayLink!, displayLinkCallback, unsafeSelf)
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
}
success = CVDisplayLinkStart(displayLink!)
guard success == kCVReturnSuccess else {
// TODO: Throw an error?
return
}
}
private func stopRenderingLoop() {
guard displayLink != nil else { return }
CVDisplayLinkStop(displayLink!)
displayLink = nil
}
private func renderAtTime(time: CVTimeStamp) -> CVReturn {
let context: NSOpenGLContext! = self.openGLContext
guard context != nil else {
// TODO: Throw an error? Log something?
return kCVReturnError
}
guard renderer != nil else {
// This is actually okay, we just don't render anything.
return kCVReturnSuccess
}
context.makeCurrentContext()
// TODO: OpenGLContext.clearCurrentContext()?
CGLLockContext(context.CGLContextObj)
defer { CGLUnlockContext(context.CGLContextObj) }
// Render the frame.
renderer!.renderAtTime(time)
context.flushBuffer()
return kCVReturnSuccess
}
}
private func displayLinkCallback(
displayLink: CVDisplayLink,
currentTime: UnsafePointer<CVTimeStamp>,
outputTime: UnsafePointer<CVTimeStamp>,
flags: CVOptionFlags,
flagsOut: UnsafeMutablePointer<CVOptionFlags>,
context: UnsafeMutablePointer<Void>) -> CVReturn
{
var result = kCVReturnSuccess
autoreleasepool {
let glView = unsafeBitCast(context, OpenGLView.self)
result = glView.renderAtTime(currentTime.memory)
}
return result
}