Last active
February 16, 2018 03:35
-
-
Save 5sw/0ee9d4f869dc99d0ad84 to your computer and use it in GitHub Desktop.
UIView subclass that renders a SceneKit scene using SCNRenderer
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#import <UIKit/UIKit.h> | |
#import <SceneKit/SceneKit.h> | |
#import <OpenGLES/ES2/gl.h> | |
#import <OpenGLES/ES2/glext.h> | |
@interface View : UIView | |
@property (strong, nonatomic) SCNScene *scene; | |
- (void)renderFrame; | |
@end | |
@implementation View { | |
EAGLContext *context; | |
GLuint framebuffer; | |
GLuint colorRenderbuffer; | |
GLint width; | |
GLint height; | |
SCNRenderer *renderer; | |
} | |
+ (Class)layerClass | |
{ | |
return [CAEAGLLayer class]; | |
} | |
- (BOOL)initializeOpenGL | |
{ | |
context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2]; | |
[EAGLContext setCurrentContext: context]; | |
CAEAGLLayer *layer = (id)self.layer; | |
layer.contentsScale = [UIScreen mainScreen].scale; | |
layer.opaque = YES; | |
glGenFramebuffers( 1, &framebuffer ); | |
glBindFramebuffer( GL_FRAMEBUFFER, framebuffer ); | |
glGenRenderbuffers(1, &colorRenderbuffer); | |
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer); | |
if (![context renderbufferStorage:GL_RENDERBUFFER fromDrawable: layer]) return NO; | |
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer); | |
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); | |
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); | |
GLuint depthRenderbuffer; | |
glGenRenderbuffers(1, &depthRenderbuffer); | |
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer); | |
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); | |
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer); | |
return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE; | |
} | |
- (void)prepareToRender | |
{ | |
[self initializeOpenGL]; | |
renderer = [SCNRenderer rendererWithContext: (__bridge void *)context options: nil]; | |
renderer.scene = self.scene; | |
} | |
- (void)renderFrame | |
{ | |
if (!context) { | |
[self prepareToRender]; | |
} | |
[EAGLContext setCurrentContext: context]; | |
glBindFramebuffer( GL_FRAMEBUFFER, framebuffer ); | |
glBindRenderbuffer( GL_RENDERBUFFER, colorRenderbuffer ); | |
glViewport(0, 0, width, height ); | |
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); | |
[renderer render]; | |
const GLenum discards[] = {GL_DEPTH_ATTACHMENT}; | |
glDiscardFramebufferEXT(GL_FRAMEBUFFER,1,discards); | |
[context presentRenderbuffer:GL_RENDERBUFFER]; | |
} | |
@end |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment