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/*
File: ES2Renderer.m
Abstract: The ES2Renderer class creates an OpenGL ES 2.0 context and draws
using OpenGL ES 2.0 shaders.
Version: 1.0
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc.
("Apple") in consideration of your agreement to the following terms, and your
use, installation, modification or redistribution of this Apple software
constitutes acceptance of these terms. If you do not agree with these terms,
please do not use, install, modify or redistribute this Apple software.
In consideration of your agreement to abide by the following terms, and subject
to these terms, Apple grants you a personal, non-exclusive license, under
Apple's copyrights in this original Apple software (the "Apple Software"), to
use, reproduce, modify and redistribute the Apple Software, with or without
modifications, in source and/or binary forms; provided that if you redistribute
the Apple Software in its entirety and without modifications, you must retain
this notice and the following text and disclaimers in all such redistributions
of the Apple Software.
Neither the name, trademarks, service marks or logos of Apple Inc. may be used
to endorse or promote products derived from the Apple Software without specific
prior written permission from Apple. Except as expressly stated in this notice,
no other rights or licenses, express or implied, are granted by Apple herein,
including but not limited to any patent rights that may be infringed by your
derivative works or by other works in which the Apple Software may be
incorporated.
The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
COMBINATION WITH YOUR PRODUCTS.
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR
DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF
CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Copyright (C) 2009 Apple Inc. All Rights Reserved.
*/
#import "ES2Renderer.h"
#import "Shaders.h"
#include "matrix.h"
// uniform index
enum {
UNIFORM_MODELVIEW_PROJECTION_MATRIX,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// attribute index
enum {
ATTRIB_VERTEX,
ATTRIB_COLOR,
NUM_ATTRIBUTES
};
@interface ES2Renderer (PrivateMethods)
- (BOOL) loadShaders;
@end
@implementation ES2Renderer
// Create an ES 2.0 context
- (id <ESRenderer>) init
{
if (self = [super init])
{
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!context || ![EAGLContext setCurrentContext:context] || ![self loadShaders])
{
[self release];
return nil;
}
// Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
glGenFramebuffers(1, &defaultFramebuffer);
glGenRenderbuffers(1, &colorRenderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
}
return self;
}
- (void)render {
// Replace the implementation of this method to do your own custom drawing
const GLfloat squareVertices[] = {
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f,
};
const GLubyte squareColors[] = {
255, 255, 0, 255,
0, 255, 255, 255,
0, 0, 0, 0,
255, 0, 255, 255,
};
[EAGLContext setCurrentContext:context];
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
glViewport(0, 0, backingWidth, backingHeight);
glClearColor(0.5f, 0.4f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// use shader program
glUseProgram(program);
// handle viewing matrices
GLfloat proj[16], modelview[16], modelviewProj[16];
// setup projection matrix (orthographic)
mat4f_LoadOrtho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f, proj);
// setup modelview matrix (rotate around z)
mat4f_LoadZRotation(rotz, modelview);
// projection matrix * modelview matrix
mat4f_MultiplyMat4f(proj, modelview, modelviewProj);
rotz += 3.0f * M_PI / 180.0f;
// update uniform values
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX], 1, GL_FALSE, modelviewProj);
// update attribute values
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, 1, 0, squareColors); //enable the normalized flag
glEnableVertexAttribArray(ATTRIB_COLOR);
// Validate program before drawing. This is a good check, but only really necessary in a debug build.
// DEBUG macro must be defined in your debug configurations if that's not already the case.
#if defined(DEBUG)
if (![self validateProgram:program])
{
NSLog(@"Failed to validate program: %d", program);
return;
}
#endif
// draw
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER];
}
- (BOOL)loadShaders {
GLuint vertShader, fragShader;
NSString *vertShaderPathname, *fragShaderPathname;
// create shader program
program = glCreateProgram();
// create and compile vertex shader
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"template" ofType:@"vsh"];
if (!compileShader(&vertShader, GL_VERTEX_SHADER, 1, vertShaderPathname)) {
destroyShaders(vertShader, fragShader, program);
return NO;
}
// create and compile fragment shader
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"template" ofType:@"fsh"];
if (!compileShader(&fragShader, GL_FRAGMENT_SHADER, 1, fragShaderPathname)) {
destroyShaders(vertShader, fragShader, program);
return NO;
}
// attach vertex shader to program
glAttachShader(program, vertShader);
// attach fragment shader to program
glAttachShader(program, fragShader);
// bind attribute locations
// this needs to be done prior to linking
glBindAttribLocation(program, ATTRIB_VERTEX, "position");
glBindAttribLocation(program, ATTRIB_COLOR, "color");
// link program
if (!linkProgram(program)) {
destroyShaders(vertShader, fragShader, program);
return NO;
}
// get uniform locations
uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX] = glGetUniformLocation(program, "modelViewProjectionMatrix");
// release vertex and fragment shaders
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
return YES;
}
- (BOOL) resizeFromLayer:(CAEAGLLayer *)layer
{
// Allocate color buffer backing based on the current layer size
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
return NO;
}
return YES;
}
- (void) dealloc
{
// tear down GL
if (defaultFramebuffer)
{
glDeleteFramebuffers(1, &defaultFramebuffer);
defaultFramebuffer = 0;
}
if (colorRenderbuffer)
{
glDeleteRenderbuffers(1, &colorRenderbuffer);
colorRenderbuffer = 0;
}
// realease the shader program object
if (program)
{
glDeleteProgram(program);
program = 0;
}
// tear down context
if ([EAGLContext currentContext] == context)
[EAGLContext setCurrentContext:nil];
[context release];
context = nil;
[super dealloc];
}
@end