Added lib files
This commit is contained in:
parent
7847203972
commit
6fd7534f92
6 changed files with 396 additions and 6 deletions
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@ -8,15 +8,21 @@
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/* Begin PBXBuildFile section */
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42681369140A321800CBF943 /* Foundation.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 42681368140A321800CBF943 /* Foundation.framework */; };
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4268136F140A321800CBF943 /* J.m in Sources */ = {isa = PBXBuildFile; fileRef = 4268136E140A321800CBF943 /* J.m */; };
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4268136F140A321800CBF943 /* J.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4268136E140A321800CBF943 /* J.mm */; };
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42ED6A6B140A380000402F76 /* fbo.h in Headers */ = {isa = PBXBuildFile; fileRef = 42ED6A68140A380000402F76 /* fbo.h */; };
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42ED6A6C140A380000402F76 /* shader.h in Headers */ = {isa = PBXBuildFile; fileRef = 42ED6A69140A380000402F76 /* shader.h */; };
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42ED6A6D140A380000402F76 /* to_string.h in Headers */ = {isa = PBXBuildFile; fileRef = 42ED6A6A140A380000402F76 /* to_string.h */; };
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/* End PBXBuildFile section */
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/* Begin PBXFileReference section */
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42681365140A321800CBF943 /* libJ.a */ = {isa = PBXFileReference; explicitFileType = archive.ar; includeInIndex = 0; path = libJ.a; sourceTree = BUILT_PRODUCTS_DIR; };
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42681368140A321800CBF943 /* Foundation.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Foundation.framework; path = System/Library/Frameworks/Foundation.framework; sourceTree = SDKROOT; };
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4268136C140A321800CBF943 /* J-Prefix.pch */ = {isa = PBXFileReference; path = "J-Prefix.pch"; sourceTree = "<group>"; };
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4268136D140A321800CBF943 /* J.h */ = {isa = PBXFileReference; path = J.h; sourceTree = "<group>"; };
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4268136E140A321800CBF943 /* J.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = J.m; sourceTree = "<group>"; };
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4268136C140A321800CBF943 /* J-Prefix.pch */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = "J-Prefix.pch"; sourceTree = "<group>"; };
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4268136D140A321800CBF943 /* J.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = J.h; sourceTree = "<group>"; };
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4268136E140A321800CBF943 /* J.mm */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.objcpp; path = J.mm; sourceTree = "<group>"; };
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42ED6A68140A380000402F76 /* fbo.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = fbo.h; sourceTree = "<group>"; };
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42ED6A69140A380000402F76 /* shader.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = shader.h; sourceTree = "<group>"; };
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42ED6A6A140A380000402F76 /* to_string.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = to_string.h; sourceTree = "<group>"; };
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/* End PBXFileReference section */
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/* Begin PBXFrameworksBuildPhase section */
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@ -59,8 +65,11 @@
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4268136A140A321800CBF943 /* J */ = {
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isa = PBXGroup;
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children = (
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42ED6A68140A380000402F76 /* fbo.h */,
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42ED6A69140A380000402F76 /* shader.h */,
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42ED6A6A140A380000402F76 /* to_string.h */,
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4268136D140A321800CBF943 /* J.h */,
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4268136E140A321800CBF943 /* J.m */,
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4268136E140A321800CBF943 /* J.mm */,
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4268136B140A321800CBF943 /* Supporting Files */,
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);
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path = J;
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@ -81,6 +90,9 @@
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isa = PBXHeadersBuildPhase;
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buildActionMask = 2147483647;
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files = (
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42ED6A6B140A380000402F76 /* fbo.h in Headers */,
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42ED6A6C140A380000402F76 /* shader.h in Headers */,
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42ED6A6D140A380000402F76 /* to_string.h in Headers */,
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);
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runOnlyForDeploymentPostprocessing = 0;
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};
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@ -134,7 +146,7 @@
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isa = PBXSourcesBuildPhase;
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buildActionMask = 2147483647;
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files = (
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4268136F140A321800CBF943 /* J.m in Sources */,
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4268136F140A321800CBF943 /* J.mm in Sources */,
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);
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runOnlyForDeploymentPostprocessing = 0;
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};
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@ -224,6 +236,7 @@
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42681374140A321800CBF943 /* Release */,
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);
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defaultConfigurationIsVisible = 0;
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defaultConfigurationName = Release;
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};
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/* End XCConfigurationList section */
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};
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3
J/J.h
3
J/J.h
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@ -7,6 +7,9 @@
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//
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#import <Foundation/Foundation.h>
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#import "shader.h"
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#import "fbo.h"
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#import "to_string.h"
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@interface J : NSObject
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23
J/J.mm
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23
J/J.mm
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//
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// J.m
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// J
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//
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// Created by Joshua Moerman on 8/28/11.
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// Copyright 2011 Vadovas. All rights reserved.
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//
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#import "J.h"
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@implementation J
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- (id)init
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{
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self = [super init];
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if (self) {
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// Initialization code here.
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}
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return self;
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}
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@end
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138
J/fbo.h
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138
J/fbo.h
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#ifndef FBO_H
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#define FBO_H
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#include <map>
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#include <iostream>
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#include <stdexcept>
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#include "to_string.h"
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#import <OpenGLES/ES2/gl.h>
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#import <OpenGLES/ES2/glext.h>
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// TODO: more error checking in debug build.
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// TODO: make texture class? for easier switching between linear/nearest interpolation for example
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class fbo {
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public:
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typedef std::map<GLenum, GLuint> RenderbuffersMap;
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int width, height;
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GLuint fbo_number;
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RenderbuffersMap renderbuffers;
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GLuint texture_id;
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public:
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fbo(int width, int height) : width(width), height(height), fbo_number(0), renderbuffers(), texture_id(0) {
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glGenFramebuffers(1, &fbo_number);
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bind();
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// generate texture
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glGenTextures(1, &texture_id);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_BYTE, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
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// attach depth
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create_attach_renderbuffer(GL_DEPTH_COMPONENT, GL_DEPTH_ATTACHMENT);
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// attach stencil
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//create_attach_renderbuffer(GL_STENCIL_INDEX, GL_STENCIL_ATTACHMENT);
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check_status();
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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unbind();
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}
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~fbo() {
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end();
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glDeleteFramebuffers(1, &fbo_number);
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for(RenderbuffersMap::const_iterator i = renderbuffers.begin(); i != renderbuffers.end(); ++i){
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RenderbuffersMap::value_type const & it = *i;
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glDeleteFramebuffers(1, &it.second);
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}
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glDeleteTextures(1, &texture_id);
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}
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void begin(){
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bind();
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// FIXME: this should be done, but also switching back should be done...
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//glPushAttrib(GL_VIEWPORT);
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//glViewport(0, 0, width, height);
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// NOTE: commented out, because we don't want fbo's to nest.
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/*GLint savedFramebuffer = -1;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &savedFramebuffer);
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std::cout << "sfb: " << savedFramebuffer << ", fbo: " << fbo_number << std::endl;*/
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}
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void end(){
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unbind();
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// FIXME: switch back to previous viewport.
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//glPopAttrib();
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}
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private:
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void bind(){
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_number);
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GLenum status = glGetError();
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if(status != GL_NO_ERROR)
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throw std::runtime_error("i has error" + std::to_string(status) + "with fbo: " + std::to_string(fbo_number));
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}
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void unbind(){
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void create_attach_renderbuffer(GLenum format, GLenum attachment_point) {
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GLuint buffer;
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glGenRenderbuffers(1, &buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment_point, GL_RENDERBUFFER, buffer);
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renderbuffers[format] = buffer;
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}
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void check_status() {
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE:
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std::cout << "FRAMEBUFFER_COMPLETE - OK" << std::endl;
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return;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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std::cout << "FRAMEBUFFER_INCOMPLETE_ATTACHMENT" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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std::cout << "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT" << std::endl;
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
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std::cout << "FRAMEBUFFER_INCOMPLETE_DIMENSIONS" << std::endl;
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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std::cout << "FRAMEBUFFER_UNSUPPORTED" << std::endl;
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break;
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default:
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std::cout << "UNKNOWN FRAMEBUFFER ERROR" << std::endl;
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break;
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}
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//throw std::runtime_error("I will not continu..");
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}
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void check_error(){
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GLenum status = glGetError();
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if(status != GL_NO_ERROR){
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throw std::runtime_error("GL Error: " + std::to_string(status));
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}
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}
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};
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#endif // FBO_H
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186
J/shader.h
Normal file
186
J/shader.h
Normal file
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#ifndef SHADER_H
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#define SHADER_H
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#include <iostream>
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#include <fstream>
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#include <stdexcept>
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#include <map>
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#include <iterator>
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#import <OpenGLES/ES2/gl.h>
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#import <OpenGLES/ES2/glext.h>
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// TODO: do glValidateProgram, like in the OpenGL template
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// TODO: add error checking at set_uniforms?
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class shader {
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typedef std::map<GLenum, GLuint> ShaderMap;
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GLuint program;
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ShaderMap shaders;
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public:
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shader(std::string vertex_shader_filename, std::string fragment_shader_filename) :
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program(0), shaders() {
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program = glCreateProgram();
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if(program == 0) {
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throw std::runtime_error("Program couldn't be created");
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}
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{ // vertex shader
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// NOTE: C++03 mandates .c_str(), ugly, nothing to do about it...
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std::ifstream vertex_shader(vertex_shader_filename.c_str());
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if(!vertex_shader)
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throw std::runtime_error(vertex_shader_filename + " couldn't be opened");
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read_shader(vertex_shader, GL_VERTEX_SHADER);
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}
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{ // fragment shader
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std::ifstream fragment_shader(fragment_shader_filename.c_str());
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if(!fragment_shader)
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throw std::runtime_error(fragment_shader_filename + " couldn't be opened");
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read_shader(fragment_shader, GL_FRAGMENT_SHADER);
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}
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link_program();
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}
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~shader(){
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begin();
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for(ShaderMap::const_iterator i = shaders.begin(); i != shaders.end(); ++i){
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ShaderMap::value_type const & it = *i;
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GLuint shader = it.second;
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glDetachShader(program, shader);
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glDeleteShader(shader);
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}
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glDeleteProgram(program);
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end();
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}
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void begin() {
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glUseProgram(program);
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}
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void end() {
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glUseProgram(0);
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}
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void set_uniform(char const* name, float x) const {
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glUniform1f(glGetUniformLocation(program, name), x);
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}
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void set_uniform(char const* name, float x, float y) const {
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glUniform2f(glGetUniformLocation(program, name), x, y);
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}
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void set_uniform(char const* name, float x, float y, float z) const {
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glUniform3f(glGetUniformLocation(program, name), x, y, z);
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}
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void set_uniform(char const* name, float x, float y, float z, float w) const {
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glUniform4f(glGetUniformLocation(program, name), x, y, z, w);
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}
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void set_uniform(char const* name, int x) const {
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glUniform1i(glGetUniformLocation(program, name), x);
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}
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void set_uniform(char const* name, int x, int y) const {
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glUniform2i(glGetUniformLocation(program, name), x, y);
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}
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void set_uniform(char const* name, int x, int y, int z) const {
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glUniform3i(glGetUniformLocation(program, name), x, y, z);
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}
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void set_uniform(char const* name, int x, int y, int z, int w) const {
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glUniform4i(glGetUniformLocation(program, name), x, y, z, w);
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}
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// TODO: add support for other matrices (not only 4x4), in ES2 only square matrices
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void set_matrix(char const* name, bool trans, const GLfloat* value) const {
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glUniformMatrix4fv(glGetUniformLocation(program, name), 1, trans, value);
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}
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// TODO: add support for other vectors (not only length 4)
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void set_uniform(char const* name, const GLfloat* value, GLsizei count = 1) const {
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glUniform4fv(glGetUniformLocation(program, name), count, value);
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}
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// TODO: add support for other vectors (not only length 4)
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void set_uniform(char const* name, const GLint* value, GLsizei count = 1) const {
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glUniform4iv(glGetUniformLocation(program, name), count, value);
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}
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void set_texture(const char* name, GLenum target, GLuint tex, int textureLocation) const {
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glActiveTexture(GL_TEXTURE0 + textureLocation);
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glBindTexture(target, tex);
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set_uniform(name, textureLocation);
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}
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private:
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// FIXME: this also compiles, bad name
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void read_shader(std::istream& file, GLenum type) {
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// get the c-string, the shortest way (not fastest)
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std::string buffer((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
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const char* sptr = buffer.c_str();
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int ssize = buffer.size();
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// create and compile shader
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &sptr, &ssize);
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glCompileShader(shader);
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#if defined(DEBUG)
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// check compile status
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||||
GLint status = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
||||
if(status == GL_FALSE || shader == 0) {
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||||
GLsizei infoLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLength);
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||||
char* infoBuffer = new GLchar[infoLength];
|
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glGetShaderInfoLog(shader, infoLength, &infoLength, infoBuffer);
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std::cerr << "source:\n" << buffer << std::endl;
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std::cerr << "shader reports:\n" << infoBuffer << std::endl;
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delete [] infoBuffer;
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throw std::runtime_error("Shader failed to compile");
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||||
}
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#endif
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// put it in tha map
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shaders[type] = shader;
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}
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void link_program() {
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// attach all shaders
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for(ShaderMap::const_iterator i = shaders.begin(); i != shaders.end(); ++i){
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ShaderMap::value_type const & it = *i;
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GLuint shader = it.second;
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glAttachShader(program, shader);
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}
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// link
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glLinkProgram(program);
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#if defined(DEBUG)
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// check link status
|
||||
GLint status;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
||||
if(status == GL_FALSE) {
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||||
GLsizei infoLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLength);
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char* infoBuffer = new GLchar[infoLength];
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glGetProgramInfoLog(program, infoLength, &infoLength, infoBuffer);
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std::cerr << "linker reports:\n" << infoBuffer << std::endl;
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delete [] infoBuffer;
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||||
throw std::runtime_error("Shader failed to link");
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||||
}
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||||
#endif
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||||
}
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||||
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||||
};
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#endif // SHADER_H
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27
J/to_string.h
Normal file
27
J/to_string.h
Normal file
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//
|
||||
// to_string.h
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// OpenGLTemplate
|
||||
//
|
||||
// Created by Joshua Moerman on 8/18/11.
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// 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
|
Reference in a new issue