Mandelbrot in OpenGL and something else in OpenCL
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
This repo is archived. You can view files and clone it, but cannot push or open issues/pull-requests.

216 lines
6.4 KiB

// XcodeOpenCL
// Created by Joshua Moerman on 13/04/14.
#include "NSWrapper.hpp"
#include "NSGLWrapper.hpp"
#include <vector>
#import <Cocoa/Cocoa.h>
#import <GLKit/GLKit.h>
GLViewFunctionality simple_draw(std::function<void()> f){
return {nullptr, [f](ContextParameters){ f(); }, nullptr};
@interface GLView : NSOpenGLView
// All three will only be called with the current gl context already set
// May be called from different threads (but the properties are atomic by default)
@property GLViewFunctionality functionality;
struct NSAppWrapperImpl {
NSAppWrapperImpl() {
app = [NSApplication sharedApplication];
app.activationPolicy = NSApplicationActivationPolicyRegular;
appName = [[NSProcessInfo processInfo] processName];
void set_up_menu() {
NSMenu* appMenu = [NSMenu new];
[appMenu addItemWithTitle:[@"Quit " stringByAppendingString:appName]
NSMenuItem * menuItem = [NSMenuItem new];
menuItem.submenu = appMenu;
app.mainMenu = [NSMenu new];
[app.mainMenu addItem:menuItem];
void create_window(GLViewFunctionality const & f) {
NSWindow * window = [[NSWindow alloc] initWithContentRect:NSMakeRect(0, 0, 500, 500)
styleMask:NSTitledWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask
window.title = appName;
window.collectionBehavior |= NSWindowCollectionBehaviorFullScreenPrimary;
[window center];
[window makeKeyAndOrderFront:nil];
NSRect frame = [window contentRectForFrameRect:window.frame];
frame.origin = {0, 0};
GLView * view = [[GLView alloc] initWithFrame:frame];
view.functionality = f;
window.contentView = view;
void run() {
[app run];
NSApplication * app;
std::vector<NSWindow *> windows;
NSString * appName;
: impl(new NSAppWrapperImpl){
NSAppWrapper::~NSAppWrapper() = default;
void NSAppWrapper::run() {
void NSAppWrapper::create_window(GLViewFunctionality const & f){
Some general notes about GLView:
- It is in a multithreaded context. The CVDisplayLink will run on a diferent thread than the main thread. However the main thread *will also draw* (eg. when reshaping, to avoid flickering). So there are some locks here and there.
- Hopefully the C++ objects are destructed nicely
- There is syntax for the constructor, so I used unique_ptr...
@implementation GLView {
std::unique_ptr<GLContext> context;
std::unique_ptr<CVDisplayLinky> linky;
@synthesize functionality;
- (id) initWithFrame:(NSRect)frameRect {
if(self = [super initWithFrame:frameRect]){
context = std::unique_ptr<GLContext>(new GLContext);
self.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithCGLPixelFormatObj: context->pix];
self.openGLContext = [[NSOpenGLContext alloc] initWithCGLContextObj: context->ctx];
self.wantsBestResolutionOpenGLSurface = YES; // Opt-in for retina
return self;
- (void) prepareOpenGL{
[super prepareOpenGL];
// Synchronize buffer swaps with vertical refresh rate
GLint swapInt = 1;
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
// Create a display link capable of being used with all active displays
linky = std::unique_ptr<CVDisplayLinky>(new CVDisplayLinky(*context));
linky->callback = [=]{
// will be called in a different thread => need new autoreleasepool
@autoreleasepool {
[self drawView];
// Register to be notified when the window closes so we can stop the displaylink
[[NSNotificationCenter defaultCenter] addObserver:self
object:[self window]];
- (void) windowWillClose:(NSNotification*)notification{
// The default OpenGL render buffers will be destroyed. If display link
// continues to fire without renderbuffers, OpenGL draw calls will set errors.
- (void) reshape{
[super reshape];
// [NSView convertRectToBacking] converts point sizes to pixel sizes.
// viewRectPixels will be larger (2x) than viewRectPoints for retina displays.
// viewRectPixels will be the same as viewRectPoints for non-retina displays
NSRect viewRectPixels = [self convertRectToBacking:self.bounds];
functionality.resize_callback({*context}, viewRectPixels.size.width, viewRectPixels.size.height);
- (void)renewGState{
// Called whenever graphics state updated (such as window resize)
// OpenGL rendering is not synchronous with other rendering on the OSX.
// Therefore, call disableScreenUpdatesUntilFlush so the window server
// doesn't render non-OpenGL content in the window asynchronously from
// OpenGL content, which could cause flickering. (non-OpenGL content
// includes the title bar and drawing done by the app with other APIs)
[[self window] disableScreenUpdatesUntilFlush];
[super renewGState];
- (void) drawRect: (NSRect) theRect{
[self drawView];
- (void) drawView{
// We draw on a secondary thread through the display link
// When resizing the view, -reshape is called automatically on the main
// thread. Add a mutex around to avoid the threads accessing the context
// simultaneously when resizing
NSRect viewRectPixels = [self convertRectToBacking:self.bounds];
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, (int)viewRectPixels.size.width, (int)viewRectPixels.size.height);