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BoothGLView.m
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BoothGLView.m
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//
// BoothGLView.m
// CocoaGLBooth
//
// Created by Julian on 1/29/10.
// Copyright 2010 Julian Yu-Chung Chen. All rights reserved.
//
#import "BoothGLView.h"
#import "trackball.h"
#pragma mark -
#pragma mark Private - Constants
//---------------------------------------------------------------------------
static const unichar kESCKey = 27;
#pragma mark -
#pragma mark Camera and interaction info
recVec gOrigin = {0.0, 0.0, 0.0};
// single set of interaction flags and states
GLint gDollyPanStartPoint[2] = {0, 0};
GLfloat gTrackBallRotation [4] = {0.0f, 0.0f, 0.0f, 0.0f};
GLboolean gDolly = GL_FALSE;
GLboolean gPan = GL_FALSE;
GLboolean gTrackball = GL_FALSE;
BoothGLView *gTrackingViewInfo = NULL;
#pragma mark -
#pragma mark ---- OpenGL Utils ----
// draw our simple cube based on current modelview and projection matrices
// simple cube data
GLint cube_num_vertices = 8;
GLfloat cube_vertices [8][3] = {
{1.0, 1.0, 1.0}, {1.0, -1.0, 1.0}, {-1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0},
{1.0, 1.0, -1.0}, {1.0, -1.0, -1.0}, {-1.0, -1.0, -1.0}, {-1.0, 1.0, -1.0} };
GLfloat cube_vertex_colors [8][3] = {
{1.0, 1.0, 1.0}, {1.0, 1.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 1.0, 1.0},
{1.0, 0.0, 1.0}, {1.0, 0.0, 0.0}, {0.0, 0.0, 0.0}, {0.0, 0.0, 1.0} };
GLint num_faces = 6;
short cube_faces [6][4] = {
{3, 2, 1, 0}, {2, 3, 7, 6}, {0, 1, 5, 4}, {3, 0, 4, 7}, {1, 2, 6, 5}, {4, 5, 6, 7} };
static void drawCube (GLfloat fSize)
{
float opacity = 1.0f;
long f, i;
if (1) {
glColor4f (1.0, 0.5, 0.0, opacity);
glBegin (GL_QUADS);
for (f = 0; f < num_faces; f++)
for (i = 0; i < 4; i++) {
glColor4f (cube_vertex_colors[cube_faces[f][i]][0], cube_vertex_colors[cube_faces[f][i]][1], cube_vertex_colors[cube_faces[f][i]][2], opacity);
glVertex3f(cube_vertices[cube_faces[f][i]][0] * fSize, cube_vertices[cube_faces[f][i]][1] * fSize, cube_vertices[cube_faces[f][i]][2] * fSize);
}
glEnd ();
}
if (1) {
glLineWidth(1.5f);
glColor3f (1.0, 1.0, 1.0);
for (f = 0; f < num_faces; f++) {
glBegin (GL_LINE_LOOP);
for (i = 0; i < 4; i++)
glVertex3f(cube_vertices[cube_faces[f][i]][0] * fSize, cube_vertices[cube_faces[f][i]][1] * fSize, cube_vertices[cube_faces[f][i]][2] * fSize);
glEnd ();
}
}
}
@implementation BoothGLView
// update the projection matrix based on camera and view info
- (void) updateProjection
{
GLdouble ratio, radians, wd2;
GLdouble left, right, top, bottom, near, far;
[[self openGLContext] makeCurrentContext];
// set projection
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
near = -camera.viewPos.z - shapeSize * 0.5;
if (near < 0.00001)
near = 0.00001;
far = -camera.viewPos.z + shapeSize * 0.5;
if (far < 1.0)
far = 1.0;
radians = 0.0174532925 * camera.aperture / 2; // half aperture degrees to radians
wd2 = near * tan(radians);
ratio = camera.viewWidth / (float) camera.viewHeight;
if (ratio >= 1.0) {
left = -ratio * wd2;
right = ratio * wd2;
top = wd2;
bottom = -wd2;
} else {
left = -wd2;
right = wd2;
top = wd2 / ratio;
bottom = -wd2 / ratio;
}
glFrustum (left, right, bottom, top, near, far);
}
// updates the contexts model view matrix for object and camera moves
- (void) updateModelView
{
[[self openGLContext] makeCurrentContext];
// move view
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
gluLookAt (camera.viewPos.x, camera.viewPos.y, camera.viewPos.z,
camera.viewPos.x + camera.viewDir.x,
camera.viewPos.y + camera.viewDir.y,
camera.viewPos.z + camera.viewDir.z,
camera.viewUp.x, camera.viewUp.y ,camera.viewUp.z);
// if we have trackball rotation to map (this IS the test I want as it can be explicitly 0.0f)
if ((gTrackingViewInfo == self) && gTrackBallRotation[0] != 0.0f)
glRotatef (gTrackBallRotation[0], gTrackBallRotation[1], gTrackBallRotation[2], gTrackBallRotation[3]);
else {
}
// accumlated world rotation via trackball
glRotatef (worldRotation[0], worldRotation[1], worldRotation[2], worldRotation[3]);
// object itself rotating applied after camera rotation
glRotatef (objectRotation[0], objectRotation[1], objectRotation[2], objectRotation[3]);
/* animation stuff
rRot[0] = 0.0f; // reset animation rotations (do in all cases to prevent rotating while moving with trackball)
rRot[1] = 0.0f;
rRot[2] = 0.0f;
*/
}
#pragma mark -
#pragma mark Accessors
static bool isFirstFrame = YES;
- (void) setCurrentFrame:(CVImageBufferRef) aFrameRef
{
// NSLog(@"BoothGLView setCurrentFrame.");
currentFrame = CVBufferRetain(aFrameRef);
if(currentFrame) {
CGSize size = CVImageBufferGetDisplaySize(currentFrame);
imageWidth = size.width;
imageHeight = size.height;
[[self openGLContext] makeCurrentContext];
GLuint texName = CVOpenGLTextureGetName(currentFrame);
NSLog(@"Current frame texture name: %d", texName);
CVOpenGLTextureGetCleanTexCoords(currentFrame,
lowerLeft,
lowerRight,
upperRight,
upperLeft);
// DEBUG: test if the CVImageBuffer is valid
if(isFirstFrame == YES) {
// Create a NSImage
NSCIImageRep *imageRep = [NSCIImageRep imageRepWithCIImage:[CIImage imageWithCVImageBuffer:currentFrame]];
NSImage *image = [[[NSImage alloc] initWithSize:[imageRep size]] autorelease];
[image addRepresentation:imageRep];
NSData *tiffData = [image TIFFRepresentation];
[tiffData writeToFile:@"/Users/julian/Desktop/FirstFrame.tiff" atomically:NO];
isFirstFrame = NO;
}
}
}
#pragma mark -
#pragma mark My texture quad rendering
- (void) drawDefaultQuad
{
glPushMatrix();
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glScalef(2 * imageWidth / imageHeight, 2 * 1, 1.0f);
glEnable(GL_TEXTURE_RECTANGLE_EXT);
GLint texId = mytexName;
if(currentFrame) {
// CVOpenGLBufferAttach(currentFrame, [self openGLContext], face, level, screen);
texId = CVOpenGLTextureGetName(currentFrame);
}
glBindTexture (GL_TEXTURE_RECTANGLE_EXT, texId);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex2i(1, 1);
glTexCoord2f(imageWidth, 0);
glVertex2i(-1, 1);
glTexCoord2f(imageWidth, imageHeight);
glVertex2i(-1, -1);
glTexCoord2f(0, imageHeight);
glVertex2i(1, -1);
}
glEnd();
}
glPopMatrix();
}
- (void) drawRect:(NSRect)rect
{
// setup viewport and prespective
[self resizeGL]; // forces projection matrix update (does test for size changes)
[self updateModelView]; // update model view matrix for object
// clear our drawable
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw the scene
drawCube (1.0f);
[self drawDefaultQuad];
// Optimization on flushing
if ([self inLiveResize]) {
glFlush ();
} else {
[[self openGLContext] flushBuffer];
}
}
#pragma mark -
#pragma mark Public - Full Screen Mode
- (void) initFullScreen
{
fullScreenOptions = [[NSDictionary dictionaryWithObject:[NSNumber numberWithBool:YES]
forKey:NSFullScreenModeSetting] retain];
fullScreen = [[NSScreen mainScreen] retain];
} // initFullScreen
//---------------------------------------------------------------------------
- (void) fullScreenEnable
{
[self enterFullScreenMode:fullScreen
withOptions:fullScreenOptions];
} // fullScreenEnable
//---------------------------------------------------------------------------
- (void) fullScreenDisable
{
[self exitFullScreenModeWithOptions:fullScreenOptions];
} // fullScreenDisable
//---------------------------------------------------------------------------
- (void) setFullScreenMode
{
if( ![self isInFullScreenMode] )
{
[self fullScreenEnable];
} // if
} // setFullScreenMode
// set initial OpenGL state (current context is set)
// called after context is created
- (void) prepareOpenGL
{
// set to vbl sync
GLint swapInt = 1;
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
// init GL stuff here
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glFrontFace(GL_CCW);
// glEnable(GL_CULL_FACE);
// glPolygonOffset (1.0f, 1.0f);
// Point & line antialiasing
// TODO: add polygon anti-aliasing: specialized blending function; or use accum buffer
glEnable(GL_BLEND);
glEnable(GL_POLYGON_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
// default background color
glClearColor(0.098f, 0.2f, 0.4f, 0.0f);
[self resetCamera];
shapeSize = 7.0f; // max radius of of objects
// init fullscreen support
[self initFullScreen];
// Load the default texture
[self prepareDefaultImgTexture];
// init display link
[self initDisplayLink];
}
// http://www.cocoabuilder.com/archive/cocoa/194722-opengl-texture-initialization-in-10-5.html
-(void) makeTextureFromImage:(NSImage*)theImg forTexture:(GLuint*)texName {
NSBitmapImageRep* bitmap = [NSBitmapImageRep alloc];
int samplesPerPixel = 0;
NSSize imgSize = [theImg size];
imageWidth = imgSize.width;
imageHeight = imgSize.height;
[theImg lockFocus];
[bitmap initWithFocusedViewRect:NSMakeRect(0.0, 0.0, imgSize.width, imgSize.height)];
[theImg unlockFocus];
// Set proper unpacking row length for bitmap.
glPixelStorei(GL_UNPACK_ROW_LENGTH, [bitmap pixelsWide]);
// Set byte aligned unpacking (needed for 3 byte per pixel bitmaps).
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
// Generate a new texture name if one was not provided.
if (*texName == 0) {
glGenTextures (1, texName);
}
glBindTexture (GL_TEXTURE_RECTANGLE_EXT, *texName);
// Non-mipmap filtering (redundant for texture_rectangle).
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
samplesPerPixel = [bitmap samplesPerPixel];
// Nonplanar, RGB 24 bit bitmap, or RGBA 32 bit bitmap.
if(![bitmap isPlanar] && (samplesPerPixel == 3 || samplesPerPixel == 4)) {
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0,
samplesPerPixel == 4 ? GL_RGBA8 : GL_RGB8,
[bitmap pixelsWide],
[bitmap pixelsHigh],
0,
samplesPerPixel == 4 ? GL_RGBA : GL_RGB,
GL_UNSIGNED_BYTE,
[bitmap bitmapData]);
} else {
// Handle other bitmap formats.
}
// Clean up.
[bitmap release];
}
- (void) prepareDefaultImgTexture
{
NSString *imgPath = [[NSBundle mainBundle] pathForResource:@"unixad" ofType:@"jpg" inDirectory:nil];
NSImage *img = [[NSImage alloc] initWithContentsOfFile:imgPath];
if (img == nil) {
NSLog(@"Default NSImage is nil!");
} else {
NSLog(@"Build and bind default GL texture!");
[self makeTextureFromImage:img forTexture:&mytexName];
[img release];
}
}
- (void) awakeFromNib
{
// Default values
currentFrame = nil;
imageWidth = 640;
imageHeight = 480;
// start animation timer
timer = [NSTimer timerWithTimeInterval:(1.0f/60.0f) target:self selector:@selector(animationTimer:) userInfo:nil repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:timer forMode:NSDefaultRunLoopMode];
[[NSRunLoop currentRunLoop] addTimer:timer forMode:NSEventTrackingRunLoopMode]; // ensure timer fires during resize
}
#pragma mark -
#pragma mark Public - Key Events
- (void) keyDown:(NSEvent *)theEvent
{
NSString *characters = [theEvent charactersIgnoringModifiers];
unichar keyPressed = [characters characterAtIndex:0];
if( keyPressed == kESCKey )
{
if( [self isInFullScreenMode] )
{
[self fullScreenDisable];
}
else
{
[self fullScreenEnable];
}
}
}
#pragma mark -
#pragma mark Mouse Events
// move camera in z axis
-(void)mouseDolly: (NSPoint) location
{
GLfloat dolly = (gDollyPanStartPoint[1] -location.y) * -camera.viewPos.z / 300.0f;
camera.viewPos.z += dolly;
if (camera.viewPos.z == 0.0) // do not let z = 0.0
camera.viewPos.z = 0.0001;
gDollyPanStartPoint[0] = location.x;
gDollyPanStartPoint[1] = location.y;
}
// move camera in x/y plane
- (void)mousePan: (NSPoint) location
{
GLfloat panX = (gDollyPanStartPoint[0] - location.x) / (900.0f / -camera.viewPos.z);
GLfloat panY = (gDollyPanStartPoint[1] - location.y) / (900.0f / -camera.viewPos.z);
camera.viewPos.x -= panX;
camera.viewPos.y -= panY;
gDollyPanStartPoint[0] = location.x;
gDollyPanStartPoint[1] = location.y;
}
- (void)mouseDown:(NSEvent *)theEvent // trackball
{
if ([theEvent modifierFlags] & NSControlKeyMask) // send to pan
[self rightMouseDown:theEvent];
else if ([theEvent modifierFlags] & NSAlternateKeyMask) // send to dolly
[self otherMouseDown:theEvent];
else {
if ([theEvent clickCount] >= 2) {
if ([self isInFullScreenMode]) {
[self fullScreenDisable];
} else {
[self fullScreenEnable];
}
} else {
NSPoint location = [self convertPoint:[theEvent locationInWindow] fromView:nil];
location.y = camera.viewHeight - location.y;
gDolly = GL_FALSE; // no dolly
gPan = GL_FALSE; // no pan
gTrackball = GL_TRUE;
startTrackball (location.x, location.y, 0, 0, camera.viewWidth, camera.viewHeight);
gTrackingViewInfo = self;
}
}
}
- (void)rightMouseDown:(NSEvent *)theEvent // pan
{
NSPoint location = [self convertPoint:[theEvent locationInWindow] fromView:nil];
location.y = camera.viewHeight - location.y;
if (gTrackball) { // if we are currently tracking, end trackball
if (gTrackBallRotation[0] != 0.0)
addToRotationTrackball (gTrackBallRotation, worldRotation);
gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
}
gDolly = GL_FALSE; // no dolly
gPan = GL_TRUE;
gTrackball = GL_FALSE; // no trackball
gDollyPanStartPoint[0] = location.x;
gDollyPanStartPoint[1] = location.y;
gTrackingViewInfo = self;
}
- (void)otherMouseDown:(NSEvent *)theEvent //dolly
{
NSPoint location = [self convertPoint:[theEvent locationInWindow] fromView:nil];
location.y = camera.viewHeight - location.y;
if (gTrackball) { // if we are currently tracking, end trackball
if (gTrackBallRotation[0] != 0.0)
addToRotationTrackball (gTrackBallRotation, worldRotation);
gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
}
gDolly = GL_TRUE;
gPan = GL_FALSE; // no pan
gTrackball = GL_FALSE; // no trackball
gDollyPanStartPoint[0] = location.x;
gDollyPanStartPoint[1] = location.y;
gTrackingViewInfo = self;
}
- (void)mouseUp:(NSEvent *)theEvent
{
if (gDolly) { // end dolly
gDolly = GL_FALSE;
} else if (gPan) { // end pan
gPan = GL_FALSE;
} else if (gTrackball) { // end trackball
gTrackball = GL_FALSE;
if (gTrackBallRotation[0] != 0.0)
addToRotationTrackball (gTrackBallRotation, worldRotation);
gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
}
gTrackingViewInfo = NULL;
}
- (void)rightMouseUp:(NSEvent *)theEvent
{
[self mouseUp:theEvent];
}
- (void)otherMouseUp:(NSEvent *)theEvent
{
[self mouseUp:theEvent];
}
- (void)mouseDragged:(NSEvent *)theEvent
{
NSPoint location = [self convertPoint:[theEvent locationInWindow] fromView:nil];
location.y = camera.viewHeight - location.y;
if (gTrackball) {
rollToTrackball (location.x, location.y, gTrackBallRotation);
[self setNeedsDisplay: YES];
} else if (gDolly) {
[self mouseDolly: location];
[self updateProjection]; // update projection matrix (not normally done on draw)
[self setNeedsDisplay: YES];
} else if (gPan) {
[self mousePan: location];
[self setNeedsDisplay: YES];
}
}
- (void)scrollWheel:(NSEvent *)theEvent
{
float wheelDelta = [theEvent deltaX] +[theEvent deltaY] + [theEvent deltaZ];
if (wheelDelta)
{
GLfloat deltaAperture = wheelDelta * -camera.aperture / 200.0f;
camera.aperture += deltaAperture;
if (camera.aperture < 0.1) // do not let aperture <= 0.1
camera.aperture = 0.1;
if (camera.aperture > 179.9) // do not let aperture >= 180
camera.aperture = 179.9;
[self updateProjection]; // update projection matrix
[self setNeedsDisplay: YES];
}
}
- (void)rightMouseDragged:(NSEvent *)theEvent
{
[self mouseDragged: theEvent];
}
- (void)otherMouseDragged:(NSEvent *)theEvent
{
[self mouseDragged: theEvent];
}
// handles resizing of GL need context update and if the window dimensions change, a
// a window dimension update, reseting of viewport and an update of the projection matrix
- (void) resizeGL
{
NSRect rectView = [self bounds];
// ensure camera knows size changed
if ((camera.viewHeight != rectView.size.height) ||
(camera.viewWidth != rectView.size.width))
{
camera.viewHeight = rectView.size.height;
camera.viewWidth = rectView.size.width;
glViewport (0, 0, camera.viewWidth, camera.viewHeight);
[self updateProjection]; // update projection matrix
}
}
// sets the camera data to initial conditions
- (void) resetCamera
{
camera.aperture = 40;
camera.rotPoint = gOrigin;
camera.viewPos.x = 0.0;
camera.viewPos.y = 0.0;
camera.viewPos.z = -10.0;
camera.viewDir.x = -camera.viewPos.x;
camera.viewDir.y = -camera.viewPos.y;
camera.viewDir.z = -camera.viewPos.z;
camera.viewUp.x = 0;
camera.viewUp.y = 1;
camera.viewUp.z = 0;
}
#pragma mark -
#pragma mark Something about refresh the draw
- (void) update // window resizes, moves and display changes (resize, depth and display config change)
{
/*
msgTime = getElapsedTime ();
[msgStringTex setString:[NSString stringWithFormat:@"update at %0.1f secs", msgTime] withAttributes:stanStringAttrib];
*/
[super update];
/*
if (![self inLiveResize]) {// if not doing live resize
[self updateInfoString]; // to get change in renderers will rebuld string every time (could test for early out)
getCurrentCaps (); // this call checks to see if the current config changed in a reasonably lightweight way to
// prevent expensive re-allocations
}
*/
}
#pragma mark -
#pragma mark Something about animation
// per-window timer function, basic time based animation preformed here
- (void)animationTimer:(NSTimer *)timer
{
BOOL shouldDraw = YES;
/*
if (fAnimate) {
CFTimeInterval deltaTime = CFAbsoluteTimeGetCurrent () - time;
if (deltaTime > 10.0) // skip pauses
return;
else {
// if we are not rotating with trackball in this window
if (!gTrackball || (gTrackingViewInfo != self)) {
[self updateObjectRotationForTimeDelta: deltaTime]; // update object rotation
}
shouldDraw = YES; // force redraw
}
}
*/
// time = CFAbsoluteTimeGetCurrent (); //reset time in all cases
// if we have current messages
/*
if (((getElapsedTime () - msgTime) < gMsgPresistance) || ((getElapsedTime () - gErrorTime) < gMsgPresistance)) {
shouldDraw = YES; // force redraw
}
*/
if (YES == shouldDraw) {
[self drawRect:[self bounds]]; // redraw now instead dirty to enable updates during live resize
}
}
#pragma mark -
#pragma mark Display link callbacks
CVReturn MyDisplayLinkCallback (
CVDisplayLinkRef displayLink,
const CVTimeStamp *inNow,
const CVTimeStamp *inOutputTime,
CVOptionFlags flagsIn,
CVOptionFlags *flagsOut,
void *displayLinkContext)
{
/*
CVReturn error = [(MyVideoView*) displayLinkContext displayFrame:inOutputTime];
return error;
*/
NSLog(@"My Display Link Callback.");
return kCVReturnSuccess;
}
static CVReturn renderCallback(CVDisplayLinkRef displayLink,
const CVTimeStamp *inNow,
const CVTimeStamp *inOutputTime,
CVOptionFlags flagsIn,
CVOptionFlags *flagsOut,
void *displayLinkContext)
{
NSLog(@"render callback.");
return kCVReturnSuccess;
// return [(VideoView*)displayLinkContext renderTime:inOutputTime];
}
#pragma mark -
#pragma mark Display Link init
- (void) initDisplayLink
{
NSLog(@"Init display link in BoothGLView.");
// Create display link
CGOpenGLDisplayMask totalDisplayMask = 0;
int virtualScreen;
GLint displayMask, accelerated;
NSOpenGLPixelFormat *openGLPixelFormat = [self pixelFormat];
// build up list of displays from OpenGL's pixel format
for (virtualScreen = 0; virtualScreen < [openGLPixelFormat numberOfVirtualScreens]; virtualScreen++) {
[openGLPixelFormat getValues:&displayMask forAttribute:NSOpenGLPFAScreenMask forVirtualScreen:virtualScreen];
[openGLPixelFormat getValues:&accelerated forAttribute:NSOpenGLPFAAccelerated forVirtualScreen:virtualScreen];
if (accelerated) {
totalDisplayMask |= displayMask;
}
}
CVReturn ret;
ret = CVDisplayLinkCreateWithOpenGLDisplayMask(totalDisplayMask, &displayLink);
// Set up display link callbacks
CVDisplayLinkSetOutputCallback(displayLink, renderCallback, self);
/*
CVReturn error = kCVReturnSuccess;
CGDirectDisplayID displayID = CGMainDisplayID();// 1
error = CVDisplayLinkCreateWithCGDisplay(displayID, &displayLink);// 2
if(error)
{
NSLog(@"DisplayLink created with error:%d", error);
displayLink = NULL;
return;
}
error = CVDisplayLinkSetOutputCallback(displayLink,// 3
MyDisplayLinkCallback, self);
// create QTGLContext
// OSStatus theError = QTOpenGLTextureContextCreate( NULL, NULL,
// [[NSOpenGLView defaultPixelFormat] CGLPixelFormatObj],
// NULL, &qtVisualContext);
OSStatus theError = noErr;
NSDictionary *targetDimensions = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithFloat:720.0], kQTVisualContextTargetDimensions_WidthKey,
[NSNumber numberWithFloat:480.0], kQTVisualContextTargetDimensions_HeightKey, nil];
NSDictionary *attributes = [NSDictionary dictionaryWithObjectsAndKeys: targetDimensions, kQTVisualContextTargetDimensionsKey,
displayColorSpace, kQTVisualContextOutputColorSpaceKey, nil];
error = QTOpenGLTextureContextCreate(kCFAllocatorDefault, (CGLContextObj)[[self openGLContext] CGLContextObj],
(CGLPixelFormatObj)[[self pixelFormat] CGLPixelFormatObj],
(CFDictionaryRef)attributes,
&qtVisualContext);
if(qtVisualContext == NULL)
{
NSLog(@"QTVisualContext creation failed with error:%d", theError);
return;
}
*/
}
@end