Browse Source

Added lib files

master
Joshua Moerman 13 years ago
parent
commit
6fd7534f92
  1. 25
      J.xcodeproj/project.pbxproj
  2. 3
      J/J.h
  3. 23
      J/J.mm
  4. 138
      J/fbo.h
  5. 186
      J/shader.h
  6. 27
      J/to_string.h

25
J.xcodeproj/project.pbxproj

@ -8,15 +8,21 @@
/* Begin PBXBuildFile section */
42681369140A321800CBF943 /* Foundation.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 42681368140A321800CBF943 /* Foundation.framework */; };
4268136F140A321800CBF943 /* J.m in Sources */ = {isa = PBXBuildFile; fileRef = 4268136E140A321800CBF943 /* J.m */; };
4268136F140A321800CBF943 /* J.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4268136E140A321800CBF943 /* J.mm */; };
42ED6A6B140A380000402F76 /* fbo.h in Headers */ = {isa = PBXBuildFile; fileRef = 42ED6A68140A380000402F76 /* fbo.h */; };
42ED6A6C140A380000402F76 /* shader.h in Headers */ = {isa = PBXBuildFile; fileRef = 42ED6A69140A380000402F76 /* shader.h */; };
42ED6A6D140A380000402F76 /* to_string.h in Headers */ = {isa = PBXBuildFile; fileRef = 42ED6A6A140A380000402F76 /* to_string.h */; };
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
42681365140A321800CBF943 /* libJ.a */ = {isa = PBXFileReference; explicitFileType = archive.ar; includeInIndex = 0; path = libJ.a; sourceTree = BUILT_PRODUCTS_DIR; };
42681368140A321800CBF943 /* Foundation.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Foundation.framework; path = System/Library/Frameworks/Foundation.framework; sourceTree = SDKROOT; };
4268136C140A321800CBF943 /* J-Prefix.pch */ = {isa = PBXFileReference; path = "J-Prefix.pch"; sourceTree = "<group>"; };
4268136D140A321800CBF943 /* J.h */ = {isa = PBXFileReference; path = J.h; sourceTree = "<group>"; };
4268136E140A321800CBF943 /* J.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = J.m; sourceTree = "<group>"; };
4268136C140A321800CBF943 /* J-Prefix.pch */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = "J-Prefix.pch"; sourceTree = "<group>"; };
4268136D140A321800CBF943 /* J.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = J.h; sourceTree = "<group>"; };
4268136E140A321800CBF943 /* J.mm */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.objcpp; path = J.mm; sourceTree = "<group>"; };
42ED6A68140A380000402F76 /* fbo.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = fbo.h; sourceTree = "<group>"; };
42ED6A69140A380000402F76 /* shader.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = shader.h; sourceTree = "<group>"; };
42ED6A6A140A380000402F76 /* to_string.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = to_string.h; sourceTree = "<group>"; };
/* End PBXFileReference section */
/* Begin PBXFrameworksBuildPhase section */
@ -59,8 +65,11 @@
4268136A140A321800CBF943 /* J */ = {
isa = PBXGroup;
children = (
42ED6A68140A380000402F76 /* fbo.h */,
42ED6A69140A380000402F76 /* shader.h */,
42ED6A6A140A380000402F76 /* to_string.h */,
4268136D140A321800CBF943 /* J.h */,
4268136E140A321800CBF943 /* J.m */,
4268136E140A321800CBF943 /* J.mm */,
4268136B140A321800CBF943 /* Supporting Files */,
);
path = J;
@ -81,6 +90,9 @@
isa = PBXHeadersBuildPhase;
buildActionMask = 2147483647;
files = (
42ED6A6B140A380000402F76 /* fbo.h in Headers */,
42ED6A6C140A380000402F76 /* shader.h in Headers */,
42ED6A6D140A380000402F76 /* to_string.h in Headers */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@ -134,7 +146,7 @@
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
files = (
4268136F140A321800CBF943 /* J.m in Sources */,
4268136F140A321800CBF943 /* J.mm in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@ -224,6 +236,7 @@
42681374140A321800CBF943 /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
/* End XCConfigurationList section */
};

3
J/J.h

@ -7,6 +7,9 @@
//
#import <Foundation/Foundation.h>
#import "shader.h"
#import "fbo.h"
#import "to_string.h"
@interface J : NSObject

23
J/J.mm

@ -0,0 +1,23 @@
//
// J.m
// J
//
// Created by Joshua Moerman on 8/28/11.
// Copyright 2011 Vadovas. All rights reserved.
//
#import "J.h"
@implementation J
- (id)init
{
self = [super init];
if (self) {
// Initialization code here.
}
return self;
}
@end

138
J/fbo.h

@ -0,0 +1,138 @@
#ifndef FBO_H
#define FBO_H
#include <map>
#include <iostream>
#include <stdexcept>
#include "to_string.h"
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
// TODO: more error checking in debug build.
// TODO: make texture class? for easier switching between linear/nearest interpolation for example
class fbo {
public:
typedef std::map<GLenum, GLuint> RenderbuffersMap;
int width, height;
GLuint fbo_number;
RenderbuffersMap renderbuffers;
GLuint texture_id;
public:
fbo(int width, int height) : width(width), height(height), fbo_number(0), renderbuffers(), texture_id(0) {
glGenFramebuffers(1, &fbo_number);
bind();
// generate texture
glGenTextures(1, &texture_id);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_BYTE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
// attach depth
create_attach_renderbuffer(GL_DEPTH_COMPONENT, GL_DEPTH_ATTACHMENT);
// attach stencil
//create_attach_renderbuffer(GL_STENCIL_INDEX, GL_STENCIL_ATTACHMENT);
check_status();
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
unbind();
}
~fbo() {
end();
glDeleteFramebuffers(1, &fbo_number);
for(RenderbuffersMap::const_iterator i = renderbuffers.begin(); i != renderbuffers.end(); ++i){
RenderbuffersMap::value_type const & it = *i;
glDeleteFramebuffers(1, &it.second);
}
glDeleteTextures(1, &texture_id);
}
void begin(){
bind();
// FIXME: this should be done, but also switching back should be done...
//glPushAttrib(GL_VIEWPORT);
//glViewport(0, 0, width, height);
// NOTE: commented out, because we don't want fbo's to nest.
/*GLint savedFramebuffer = -1;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &savedFramebuffer);
std::cout << "sfb: " << savedFramebuffer << ", fbo: " << fbo_number << std::endl;*/
}
void end(){
unbind();
// FIXME: switch back to previous viewport.
//glPopAttrib();
}
private:
void bind(){
glBindFramebuffer(GL_FRAMEBUFFER, fbo_number);
GLenum status = glGetError();
if(status != GL_NO_ERROR)
throw std::runtime_error("i has error" + std::to_string(status) + "with fbo: " + std::to_string(fbo_number));
}
void unbind(){
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void create_attach_renderbuffer(GLenum format, GLenum attachment_point) {
GLuint buffer;
glGenRenderbuffers(1, &buffer);
glBindRenderbuffer(GL_RENDERBUFFER, buffer);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment_point, GL_RENDERBUFFER, buffer);
renderbuffers[format] = buffer;
}
void check_status() {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE:
std::cout << "FRAMEBUFFER_COMPLETE - OK" << std::endl;
return;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
std::cout << "FRAMEBUFFER_INCOMPLETE_ATTACHMENT" << std::endl;
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
std::cout << "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT" << std::endl;
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
std::cout << "FRAMEBUFFER_INCOMPLETE_DIMENSIONS" << std::endl;
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
std::cout << "FRAMEBUFFER_UNSUPPORTED" << std::endl;
break;
default:
std::cout << "UNKNOWN FRAMEBUFFER ERROR" << std::endl;
break;
}
//throw std::runtime_error("I will not continu..");
}
void check_error(){
GLenum status = glGetError();
if(status != GL_NO_ERROR){
throw std::runtime_error("GL Error: " + std::to_string(status));
}
}
};
#endif // FBO_H

186
J/shader.h

@ -0,0 +1,186 @@
#ifndef SHADER_H
#define SHADER_H
#include <iostream>
#include <fstream>
#include <stdexcept>
#include <map>
#include <iterator>
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
// TODO: do glValidateProgram, like in the OpenGL template
// TODO: add error checking at set_uniforms?
class shader {
typedef std::map<GLenum, GLuint> ShaderMap;
GLuint program;
ShaderMap shaders;
public:
shader(std::string vertex_shader_filename, std::string fragment_shader_filename) :
program(0), shaders() {
program = glCreateProgram();
if(program == 0) {
throw std::runtime_error("Program couldn't be created");
}
{ // vertex shader
// NOTE: C++03 mandates .c_str(), ugly, nothing to do about it...
std::ifstream vertex_shader(vertex_shader_filename.c_str());
if(!vertex_shader)
throw std::runtime_error(vertex_shader_filename + " couldn't be opened");
read_shader(vertex_shader, GL_VERTEX_SHADER);
}
{ // fragment shader
std::ifstream fragment_shader(fragment_shader_filename.c_str());
if(!fragment_shader)
throw std::runtime_error(fragment_shader_filename + " couldn't be opened");
read_shader(fragment_shader, GL_FRAGMENT_SHADER);
}
link_program();
}
~shader(){
begin();
for(ShaderMap::const_iterator i = shaders.begin(); i != shaders.end(); ++i){
ShaderMap::value_type const & it = *i;
GLuint shader = it.second;
glDetachShader(program, shader);
glDeleteShader(shader);
}
glDeleteProgram(program);
end();
}
void begin() {
glUseProgram(program);
}
void end() {
glUseProgram(0);
}
void set_uniform(char const* name, float x) const {
glUniform1f(glGetUniformLocation(program, name), x);
}
void set_uniform(char const* name, float x, float y) const {
glUniform2f(glGetUniformLocation(program, name), x, y);
}
void set_uniform(char const* name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(program, name), x, y, z);
}
void set_uniform(char const* name, float x, float y, float z, float w) const {
glUniform4f(glGetUniformLocation(program, name), x, y, z, w);
}
void set_uniform(char const* name, int x) const {
glUniform1i(glGetUniformLocation(program, name), x);
}
void set_uniform(char const* name, int x, int y) const {
glUniform2i(glGetUniformLocation(program, name), x, y);
}
void set_uniform(char const* name, int x, int y, int z) const {
glUniform3i(glGetUniformLocation(program, name), x, y, z);
}
void set_uniform(char const* name, int x, int y, int z, int w) const {
glUniform4i(glGetUniformLocation(program, name), x, y, z, w);
}
// TODO: add support for other matrices (not only 4x4), in ES2 only square matrices
void set_matrix(char const* name, bool trans, const GLfloat* value) const {
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, trans, value);
}
// TODO: add support for other vectors (not only length 4)
void set_uniform(char const* name, const GLfloat* value, GLsizei count = 1) const {
glUniform4fv(glGetUniformLocation(program, name), count, value);
}
// TODO: add support for other vectors (not only length 4)
void set_uniform(char const* name, const GLint* value, GLsizei count = 1) const {
glUniform4iv(glGetUniformLocation(program, name), count, value);
}
void set_texture(const char* name, GLenum target, GLuint tex, int textureLocation) const {
glActiveTexture(GL_TEXTURE0 + textureLocation);
glBindTexture(target, tex);
set_uniform(name, textureLocation);
}
private:
// FIXME: this also compiles, bad name
void read_shader(std::istream& file, GLenum type) {
// get the c-string, the shortest way (not fastest)
std::string buffer((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
const char* sptr = buffer.c_str();
int ssize = buffer.size();
// create and compile shader
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &sptr, &ssize);
glCompileShader(shader);
#if defined(DEBUG)
// check compile status
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status == GL_FALSE || shader == 0) {
GLsizei infoLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLength);
char* infoBuffer = new GLchar[infoLength];
glGetShaderInfoLog(shader, infoLength, &infoLength, infoBuffer);
std::cerr << "source:\n" << buffer << std::endl;
std::cerr << "shader reports:\n" << infoBuffer << std::endl;
delete [] infoBuffer;
throw std::runtime_error("Shader failed to compile");
}
#endif
// put it in tha map
shaders[type] = shader;
}
void link_program() {
// attach all shaders
for(ShaderMap::const_iterator i = shaders.begin(); i != shaders.end(); ++i){
ShaderMap::value_type const & it = *i;
GLuint shader = it.second;
glAttachShader(program, shader);
}
// link
glLinkProgram(program);
#if defined(DEBUG)
// check link status
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if(status == GL_FALSE) {
GLsizei infoLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLength);
char* infoBuffer = new GLchar[infoLength];
glGetProgramInfoLog(program, infoLength, &infoLength, infoBuffer);
std::cerr << "linker reports:\n" << infoBuffer << std::endl;
delete [] infoBuffer;
throw std::runtime_error("Shader failed to link");
}
#endif
}
};
#endif // SHADER_H

27
J/to_string.h

@ -0,0 +1,27 @@
//
// to_string.h
// OpenGLTemplate
//
// Created by Joshua Moerman on 8/18/11.
// Copyright 2011 Vadovas. All rights reserved.
//
#ifndef OpenGLTemplate_to_string_h
#define OpenGLTemplate_to_string_h
#include <iostream>
#include <sstream>
// NOTE: workaround for the std::to_string in C++11
namespace std {
template <typename T>
std::string to_string(T const & x){
std::stringstream ss;
ss << x;
return ss.str();
}
} // end namespace std
#endif // OpenGLTemplate_to_string_h