implement multithreaded rendering with context switch, gl state save/restore, add progress bar ui node, implement stencil texture for brush, implement multithreaded canvas load/save/export pano. Missing multithread in windows.
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@@ -12,6 +12,7 @@
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#include "app.h"
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@interface GameViewController () {
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NSLock* gl_lock;
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}
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@property (strong, nonatomic) EAGLContext *context;
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@@ -24,6 +25,21 @@ int t_count = 0;
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glm::vec2 t_pos;
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@implementation GameViewController
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- (void)async_lock
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{
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[gl_lock lock];
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[EAGLContext setCurrentContext:self.context];
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GLKView* view = (GLKView*)self.view;
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//[view bindDrawable];
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}
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- (void)async_unlock
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{
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[gl_lock unlock];
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}
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- (void)async_swap
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{
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[[EAGLContext currentContext] presentRenderbuffer:GL_RENDERBUFFER];
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}
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- (void)insertText:(NSString *)text
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{
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@@ -84,9 +100,11 @@ glm::vec2 t_pos;
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frame.size.height -= kbSize.height;
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view.frame = frame;
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[gl_lock lock];
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App::I.resize(frame.size.width * view.contentScaleFactor,
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frame.size.height * view.contentScaleFactor);
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App::I.animate = false;
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[gl_lock unlock];
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}
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// Called when the UIKeyboardWillHideNotification is sent
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@@ -94,17 +112,21 @@ glm::vec2 t_pos;
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{
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CGRect frame = [[UIScreen mainScreen] bounds];
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self.view.frame = frame;
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[gl_lock lock];
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App::I.resize(frame.size.width * self.view.contentScaleFactor,
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frame.size.height * self.view.contentScaleFactor);
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App::I.animate = true;
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[gl_lock unlock];
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}
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- (void)reset_touch
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{
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[gl_lock lock];
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if (t_count == 2)
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App::I.gesture_end();
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else
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App::I.mouse_cancel(0);
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[gl_lock unlock];
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t_count = 0;
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}
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@@ -116,7 +138,9 @@ glm::vec2 t_pos;
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float scale = self.view.contentScaleFactor;
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kEventSource source = touch.type == UITouchType::UITouchTypeStylus ? kEventSource::Stylus : kEventSource::Touch;
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[gl_lock lock];
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App::I.mouse_down(0, touchLocation.x * scale, touchLocation.y * scale, touch.force, source);
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[gl_lock unlock];
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t_count = 1;
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t_pos = {touchLocation.x * scale, touchLocation.y * scale};
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}
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@@ -139,6 +163,7 @@ glm::vec2 t_pos;
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p1 = glm::vec2(tl1.x * scale, tl1.y * scale);
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}
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[gl_lock lock];
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if (n == 2)
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{
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if (t_count == 1)
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@@ -167,6 +192,7 @@ glm::vec2 t_pos;
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App::I.mouse_move(touchLocation.x * scale, touchLocation.y * scale, force, source);
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}
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}
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[gl_lock unlock];
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t_pos = {tl0.x * scale, tl0.y * scale};
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}
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-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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@@ -177,18 +203,23 @@ glm::vec2 t_pos;
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kEventSource source = touch.type == UITouchType::UITouchTypeStylus ? kEventSource::Stylus : kEventSource::Touch;
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[gl_lock lock];
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if (t_count == 2)
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App::I.gesture_end();
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else
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App::I.mouse_up(0, touchLocation.x * scale, touchLocation.y * scale, source);
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[gl_lock unlock];
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t_count = 0;
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t_pos = {touchLocation.x * scale, touchLocation.y * scale};
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}
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- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
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{
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[gl_lock lock];
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App::I.resize(size.width * self.view.contentScaleFactor,
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size.height * self.view.contentScaleFactor);
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[gl_lock unlock];
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}
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- (void)viewDidAppear:(BOOL)animated
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@@ -211,9 +242,12 @@ glm::vec2 t_pos;
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NSLog(@"Failed to create ES context");
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}
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gl_lock = [[NSLock alloc] init];
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GLKView *view = (GLKView *)self.view;
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view.context = self.context;
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view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
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glview = view;
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App::I.width = view.frame.size.width * view.contentScaleFactor;
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App::I.height = view.frame.size.height * view.contentScaleFactor;
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@@ -273,10 +307,18 @@ glm::vec2 t_pos;
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
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{
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[gl_lock lock];
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if (!(App::I.redraw || App::I.animate))
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{
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[gl_lock unlock];
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return;
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}
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[EAGLContext setCurrentContext:self.context];
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[view bindDrawable];
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App::I.clear();
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App::I.update(0);
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//[self.context presentRenderbuffer:GL_FRAMEBUFFER];
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[gl_lock unlock];
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}
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@end
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