Updated for Swift 3.0 - see answer end
Instead of erasing my previous answer, which I think is useful for those wanting to utilize Obj-C and Swift together, I will provide a second alternate answer which utilizes pure Swift Code. Now that Swift 2.0 is released, we can utilize the CFunctionPointer to pass Swift functions and closures as C API arguments. Here is the code with comments.
//
// SwiftOpenGLView.swift
// Swift CVDisplayLink
//
// Created by Myles La Verne Schultz on 10/17/15.
// Copyright ? 2015 MyKo. All rights reserved.
//
import Cocoa
import OpenGL.GL3
class SwiftOpenGLView: NSOpenGLView {
var displayLink: CVDisplayLink?
required init?(coder: NSCoder) {
// Call the super before setting the pixelFormat and openGLContext so that the super does not override
// our custom versions of these properties.
super.init(coder: coder)
// Create a pixel format and context and set them to the view's pixelFormat and openGLContext properties.
let attributes: [NSOpenGLPixelFormatAttribute] = [
UInt32(NSOpenGLPFAAccelerated),
UInt32(NSOpenGLPFAColorSize), UInt32(32),
UInt32(NSOpenGLPFADoubleBuffer),
UInt32(NSOpenGLPFAOpenGLProfile),
UInt32(NSOpenGLProfileVersion3_2Core),
UInt32(0)
]
guard let pixelFormat = NSOpenGLPixelFormat(attributes: attributes) else {
Swift.print("pixel format could not be created")
return
}
self.pixelFormat = pixelFormat
guard let context = NSOpenGLContext(format: pixelFormat, shareContext: nil) else {
Swift.print("context could not be created")
return
}
self.openGLContext = context
// Tell the view how often we are swaping the buffers, 1 indicates we are using the 60Hz refresh rate (i.e. 60 fps)
self.openGLContext?.setValues([1], forParameter: .GLCPSwapInterval)
}
// prepareOpenGL is where we set OpenGL state calls before the first render, we will set up the CVDisplayLink here.
override func prepareOpenGL() {
// The callback function is called everytime CVDisplayLink says its time to get a new frame.
func displayLinkOutputCallback(displayLink: CVDisplayLink, _ inNow: UnsafePointer<CVTimeStamp>, _ inOutputTime: UnsafePointer<CVTimeStamp>, _ flagsIn: CVOptionFlags, _ flagsOut: UnsafeMutablePointer<CVOptionFlags>, _ displayLinkContext: UnsafeMutablePointer<Void>) -> CVReturn {
/* The displayLinkContext is CVDisplayLink's parameter definition of the view in which we are working.
In order to access the methods of a given view we need to specify what kind of view it is as right
now the UnsafeMutablePointer<Void> just means we have a pointer to "something". To cast the pointer
such that the compiler at runtime can access the methods associated with our SwiftOpenGLView, we use
an unsafeBitCast. The definition of which states, "Returns the the bits of x, interpreted as having
type U." We may then call any of that view's methods. Here we call drawView() which we draw a
frame for rendering. */
unsafeBitCast(displayLinkContext, SwiftOpenGLView.self).renderFrame()
// We are going to assume that everything went well for this mock up, and pass success as the CVReturn
return kCVReturnSuccess
}
// Grab the a link to the active displays, set the callback defined above, and start the link.
/* An alternative to a nested function is a global function or a closure passed as the argument--a local function
(i.e. a function defined within the class) is NOT allowed. */
// The UnsafeMutablePointer<Void>(unsafeAddressOf(self)) passes a pointer to the instance of our class.
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink)
CVDisplayLinkSetOutputCallback(displayLink!, displayLinkOutputCallback, UnsafeMutablePointer<Void>(unsafeAddressOf(self)))
CVDisplayLinkStart(displayLink!)
}
// Method called to render a new frame with an OpenGL pipeline
func renderFrame() {
guard let context = self.openGLContext else {
Swift.print("oops")
return
}
// Tell OpenGL this is the context we want to draw into and lock the focus.
context.makeCurrentContext()
CGLLockContext(context.CGLContextObj)
// Lock the focus before making state change calls to OpenGL, or the app gives you a EXC_BAD_ACCESS fault
// This float is a changing value we can use to create a simple animation.
let value = Float(sin(1.00 * CACurrentMediaTime()))
// Uses the float to set a clear color that is on the gray scale.
glClearColor(value, value, value, 1.0)
glClear(GLbitfield(GL_COLOR_BUFFER_BIT))
// Flushing sends the context to be used for display, then we can unlock the focus.
CGLFlushDrawable(context.CGLContextObj)
CGLUnlockContext(context.CGLContextObj)
}
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
// Should drawRect(_:) get called, we want a new frame to be drawn, so call drawView()
renderFrame()
}
deinit {
//When the view gets destroyed, we don't want to keep the link going.
CVDisplayLinkStop(displayLink!)
}
}
Swift 3.0 and CVDisplayLink
A number of changes have been made to pointers in Swift that broke the previous version of this answer. To keep the information current, I am providing the updated version below.
//
// SwiftOpenGLView_Swift_3_0.swift
// SwiftOpenGL
//
// Created by Myles La Verne Schultz on 1/11/17.
// Copyright ? 2017 MyKo. All rights reserved.
//
// This file is an update to the previous SwiftOpenGLView used
// to display animated content using the CVDisplayLink. This
// version uses Swift 3.0 without the need for a bridging
// header for the CVDisplayLinkCallback function. An
// explanation of the CVTimeStamp is also provided.
//
import Cocoa
import OpenGL.GL3
final class SwiftOpenGLView: NSOpenGLView {
// A CVDisplayLink for animating.
fileprivate var displayLink: CVDisplayLink?
// The current time, used to produce varying values to change background color
fileprivate var currentTime = 0.0
required init?(coder: NSCoder) {
super.init(coder: coder)
let attrs: [NSOpenGLPixelFormatAttribute] = [
UInt32(NSOpenGLPFAAccelerated),
UInt32(NSOpenGLPFADoubleBuffer),
UInt32(NSOpenGLPFAColorSize), UInt32(32),
UInt32(NSOpenGLPFAOpenGLProfile), UInt32(NSOpenGLProfileVersion3_2Core),
UInt32(0)
]
guard let pixelFormat = NSOpenGLPixelFormat(attributes: attrs) else {
Swift.print("pixelFormat could not be constructed")
return
}
self.pixelFormat = pixelFormat
guard let context = NSOpenGLContext(format: pixelFormat, share: nil) else {
Swift.print("context could not be constructed")
return
}
self.openGLContext = context
// Set the context's swap interval parameter to 60Hz (i.e. 1 frame per swamp)
self.openGLContext?.setValues([1], for: .swapInterval)
}
override func prepareOpenGL() {
super.prepareOpenGL()
glClearColor(0.0, 0.0, 0.0, 1.0)
// ** ** ** ** ** ** ** ** ** //
// Setup OpenGL pipline here //
// ** ** ** ** ** ** ** ** ** //
/* Now that the OpenGL pipeline is defined, declare a callback for our CVDisplayLink.
There are three ways to do this: declare a function, declare a computed property,
or declare/pass a closure. Using each requires subtle changes in the
CVDisplayLinkSetOutputCallback()'s argument list. We shall declare a local
closure of type CVDisplayLinkOutputCallback.
*/
let displayLinkOutputCallback: CVDisplayLinkOutputCallback = {(displayLink: CVDisplayLink, inNow: UnsafePointer<CVTimeStamp>, inOutputTime: UnsafePointer<CVTimeStamp>, flagsIn: CVOptionFlags, flagsOut: UnsafeMutablePointer<CVOptionFlags>, displayLinkContext: UnsafeMutableRawPointer?) -> CVReturn in
/* It's prudent to also have a brief discussion about the CVTimeStamp.
CVTimeStamp has five properties. Three of the five are very useful
for keeping track of the current time, calculating delta time, the
frame number, and the number of frames per second. The utility of
each property is not terribly obvious from just reading the names
or the descriptions in the Developer dcumentation and has been a
mystery to many a developer. Thankfully, CaptainRedmuff on
StackOverflow asked a question that provided the equation that
calculates frames per second. From that equation, we can
extrapolate the value of each field.
@hostTime = current time in Units of the "root". Yeah, I don't know.
The key to this field is to understand that it is in nanoseconds
(e.g. 1/1_000_000_000 of a second) not units. To convert it to
seconds divide by 1_000_000_000. Dividing by videoRefreshPeriod
and videoTimeScale in a calculation for frames per second yields
the appropriate number of frames. This works as a result of
proportionality--dividing seconds by seconds. Note that dividing
by videoTimeScale to get the time in seconds does not work like it
does for videoTime.
framesPerSecond:
(videoTime / videoRefreshPeriod) / (videoTime / videoTimeScale) = 59
and
(hostTime / videoRefreshPeriod) / (hostTime / videoTimeScale) = 59
but
hostTime * videoTimeScale ≠ seconds, but Units = seconds * (Units / seconds) = Units
@rateScalar = ratio of "rate of device in CVTimeStamp/unitOfTime" to
the "Nominal Rate". I think the "Nominal Rate" is
videoRefreshPeriod, but unfortunately, the documentation doesn't
just say videoRefreshPeriod is the Nominal rate and then define
what that means. Regardless, because this is a ratio, and the fact
that we know the value of one of the parts (e.g. Units/frame), we
then know that the "rate of the device" is frame/Units (the units of
measure need to cancel out for the ratio to be a ratio). This
makes sense in that rateScalar's definition tells us the rate is
"measured by timeStamps". Since there is a frame for every
timeStamp, the rate of the device equals CVTimeStamp/Unit or
frame/Unit. Thus,
rateScalar = frame/Units : Units/frame
@videoTime = the time the frame was created since computer started up.
If you turn your computer off and then turn it back on, this timer
returns to zero. The timer is paused when you put your computer to
sleep. This value is in Units not seconds. To get the number of
seconds this value represents, you h