moved everything to c++
This commit is contained in:
parent
e391e75208
commit
50b16f5b11
3 changed files with 193 additions and 124 deletions
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@ -53,6 +53,7 @@
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4280A9391553DD4C00664DC2 /* en */ = {isa = PBXFileReference; lastKnownFileType = file.xib; name = en; path = en.lproj/ViewController_iPhone.xib; sourceTree = "<group>"; };
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4280A9391553DD4C00664DC2 /* en */ = {isa = PBXFileReference; lastKnownFileType = file.xib; name = en; path = en.lproj/ViewController_iPhone.xib; sourceTree = "<group>"; };
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4280A93C1553DD4C00664DC2 /* en */ = {isa = PBXFileReference; lastKnownFileType = file.xib; name = en; path = en.lproj/ViewController_iPad.xib; sourceTree = "<group>"; };
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4280A93C1553DD4C00664DC2 /* en */ = {isa = PBXFileReference; lastKnownFileType = file.xib; name = en; path = en.lproj/ViewController_iPad.xib; sourceTree = "<group>"; };
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42E092841553DFB7002EA900 /* J.xcodeproj */ = {isa = PBXFileReference; lastKnownFileType = "wrapper.pb-project"; name = J.xcodeproj; path = ../J/J.xcodeproj; sourceTree = "<group>"; };
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42E092841553DFB7002EA900 /* J.xcodeproj */ = {isa = PBXFileReference; lastKnownFileType = "wrapper.pb-project"; name = J.xcodeproj; path = ../J/J.xcodeproj; sourceTree = "<group>"; };
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42E092971553F367002EA900 /* App.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = App.h; sourceTree = "<group>"; };
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/* End PBXFileReference section */
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/* End PBXFileReference section */
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/* Begin PBXFrameworksBuildPhase section */
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/* Begin PBXFrameworksBuildPhase section */
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@ -105,14 +106,10 @@
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4280A9251553DD4C00664DC2 /* GLGameTemplate */ = {
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4280A9251553DD4C00664DC2 /* GLGameTemplate */ = {
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isa = PBXGroup;
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isa = PBXGroup;
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children = (
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children = (
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4280A92E1553DD4C00664DC2 /* AppDelegate.h */,
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42E092971553F367002EA900 /* App.h */,
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4280A92F1553DD4C00664DC2 /* AppDelegate.m */,
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4280A9311553DD4C00664DC2 /* Shader.fsh */,
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4280A9311553DD4C00664DC2 /* Shader.fsh */,
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4280A9331553DD4C00664DC2 /* Shader.vsh */,
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4280A9331553DD4C00664DC2 /* Shader.vsh */,
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4280A9351553DD4C00664DC2 /* ViewController.h */,
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42E092981553F7E6002EA900 /* GLViews */,
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4280A9361553DD4C00664DC2 /* ViewController.mm */,
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4280A9381553DD4C00664DC2 /* ViewController_iPhone.xib */,
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4280A93B1553DD4C00664DC2 /* ViewController_iPad.xib */,
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4280A9261553DD4C00664DC2 /* Supporting Files */,
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4280A9261553DD4C00664DC2 /* Supporting Files */,
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);
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);
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path = GLGameTemplate;
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path = GLGameTemplate;
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@ -121,6 +118,8 @@
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4280A9261553DD4C00664DC2 /* Supporting Files */ = {
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4280A9261553DD4C00664DC2 /* Supporting Files */ = {
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isa = PBXGroup;
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isa = PBXGroup;
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children = (
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children = (
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4280A92E1553DD4C00664DC2 /* AppDelegate.h */,
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4280A92F1553DD4C00664DC2 /* AppDelegate.m */,
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4280A9271553DD4C00664DC2 /* GLGameTemplate-Info.plist */,
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4280A9271553DD4C00664DC2 /* GLGameTemplate-Info.plist */,
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4280A9281553DD4C00664DC2 /* InfoPlist.strings */,
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4280A9281553DD4C00664DC2 /* InfoPlist.strings */,
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4280A92B1553DD4C00664DC2 /* main.m */,
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4280A92B1553DD4C00664DC2 /* main.m */,
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@ -137,6 +136,17 @@
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name = Products;
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name = Products;
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sourceTree = "<group>";
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sourceTree = "<group>";
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};
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};
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42E092981553F7E6002EA900 /* GLViews */ = {
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isa = PBXGroup;
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children = (
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4280A9351553DD4C00664DC2 /* ViewController.h */,
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4280A9361553DD4C00664DC2 /* ViewController.mm */,
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4280A9381553DD4C00664DC2 /* ViewController_iPhone.xib */,
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4280A93B1553DD4C00664DC2 /* ViewController_iPad.xib */,
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);
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name = GLViews;
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sourceTree = "<group>";
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};
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/* End PBXGroup section */
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/* End PBXGroup section */
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/* Begin PBXNativeTarget section */
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/* Begin PBXNativeTarget section */
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161
GLGameTemplate/App.h
Normal file
161
GLGameTemplate/App.h
Normal file
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@ -0,0 +1,161 @@
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//
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// App.h
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// GLGameTemplate
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//
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// Created by Joshua Moerman on 5/4/12.
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// Copyright (c) 2012 Vadovas. All rights reserved.
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//
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#ifndef GLGameTemplate_App_h
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#define GLGameTemplate_App_h
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#import <GLKit/GLKit.h>
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#include <memory>
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#include <cmath>
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#include "shader.h"
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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struct App {
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std::unique_ptr<J::shader> program;
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GLKMatrix4 modelViewProjectionMatrix;
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GLKMatrix3 normalMatrix;
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float rotation;
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float aspect;
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GLuint vertexArray;
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GLuint vertexBuffer;
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App()
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: program(nullptr)
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, modelViewProjectionMatrix({{0}})
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, normalMatrix({{0}})
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, rotation(0)
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, aspect(0.75)
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, vertexArray(0)
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, vertexBuffer(0)
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{
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std::cout << "APP CONSTRUCTED" << std::endl;
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glEnable(GL_DEPTH_TEST);
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// shader
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NSString * vshader_file = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
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NSString * fshader_file = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
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std::vector<std::string> v;
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v.emplace_back("position");
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v.emplace_back("normal");
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program.reset(new J::shader([vshader_file UTF8String], [fshader_file UTF8String], std::move(v)));
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// vertex-buffer
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glGenVertexArraysOES(1, &vertexArray);
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glBindVertexArrayOES(vertexArray);
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
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glEnableVertexAttribArray(GLKVertexAttribPosition);
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glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
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glEnableVertexAttribArray(GLKVertexAttribNormal);
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glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
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glBindVertexArrayOES(0);
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}
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~App(){
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glDeleteBuffers(1, &vertexBuffer);
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glDeleteVertexArraysOES(1, &vertexArray);
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std::cout << "APP DESTRUCTED" << std::endl;
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}
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void resize(float width, float height){
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aspect = std::abs(width/height);
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}
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void update(float dt){
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// projection matrix (perspective)
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GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
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// model matrix (rotation)
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GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
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baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, rotation, 0.0f, 1.0f, 0.0f);
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GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
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modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, rotation, 1.0f, 1.0f, 1.0f);
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modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
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// setting stuff for later use in the shader
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normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
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modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
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// time update
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rotation += dt * 0.5f;
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}
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void draw(){
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// clear
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float red = rand() / (float)RAND_MAX;
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glClearColor(red, 0.65f, 0.65f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// bind and set up
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glBindVertexArrayOES(vertexArray);
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program->begin();
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program->set_uniform("modelViewProjectionMatrix", modelViewProjectionMatrix.m, 0);
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program->set_uniform("normalMatrix", normalMatrix.m, 0);
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// draw
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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constexpr GLfloat gCubeVertexData[216] = {
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// Data layout for each line below is:
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// positionX, positionY, positionZ, normalX, normalY, normalZ,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
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};
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};
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#endif
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@ -7,66 +7,12 @@
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//
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//
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#import "ViewController.h"
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#import "ViewController.h"
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#import "shader.h"
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#import "App.h"
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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GLfloat gCubeVertexData[216] = {
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// Data layout for each line below is:
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// positionX, positionY, positionZ, normalX, normalY, normalZ,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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|
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
|
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
|
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
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|
|
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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|
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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|
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
|
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
@interface ViewController () {
|
@interface ViewController () {
|
||||||
J::shader * program;
|
App * app;
|
||||||
|
float width;
|
||||||
GLKMatrix4 _modelViewProjectionMatrix;
|
float height;
|
||||||
GLKMatrix3 _normalMatrix;
|
|
||||||
float _rotation;
|
|
||||||
|
|
||||||
GLuint _vertexArray;
|
|
||||||
GLuint _vertexBuffer;
|
|
||||||
}
|
}
|
||||||
@property (strong, nonatomic) EAGLContext *context;
|
@property (strong, nonatomic) EAGLContext *context;
|
||||||
- (void)setupGL;
|
- (void)setupGL;
|
||||||
|
@ -84,6 +30,7 @@ GLfloat gCubeVertexData[216] = {
|
||||||
|
|
||||||
#pragma mark - View stuff
|
#pragma mark - View stuff
|
||||||
- (void)viewDidLoad {
|
- (void)viewDidLoad {
|
||||||
|
self.preferredFramesPerSecond = 60;
|
||||||
[super viewDidLoad];
|
[super viewDidLoad];
|
||||||
|
|
||||||
self.context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease];
|
self.context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease];
|
||||||
|
@ -92,6 +39,7 @@ GLfloat gCubeVertexData[216] = {
|
||||||
GLKView* view = (GLKView* )self.view;
|
GLKView* view = (GLKView* )self.view;
|
||||||
view.context = self.context;
|
view.context = self.context;
|
||||||
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
|
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
|
||||||
|
view.drawableMultisample = GLKViewDrawableMultisample4X;
|
||||||
|
|
||||||
[self setupGL];
|
[self setupGL];
|
||||||
}
|
}
|
||||||
|
@ -118,78 +66,28 @@ GLfloat gCubeVertexData[216] = {
|
||||||
#pragma mark - openGL setup
|
#pragma mark - openGL setup
|
||||||
- (void)setupGL {
|
- (void)setupGL {
|
||||||
[EAGLContext setCurrentContext:self.context];
|
[EAGLContext setCurrentContext:self.context];
|
||||||
glEnable(GL_DEPTH_TEST);
|
app = new App;
|
||||||
|
|
||||||
// shader
|
|
||||||
NSString * vshader_file = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
|
|
||||||
NSString * fshader_file = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
|
|
||||||
std::vector<std::string> v;
|
|
||||||
v.emplace_back("position");
|
|
||||||
v.emplace_back("normal");
|
|
||||||
program = new J::shader([vshader_file UTF8String], [fshader_file UTF8String], std::move(v));
|
|
||||||
|
|
||||||
// vertex-buffer
|
|
||||||
glGenVertexArraysOES(1, &_vertexArray);
|
|
||||||
glBindVertexArrayOES(_vertexArray);
|
|
||||||
|
|
||||||
glGenBuffers(1, &_vertexBuffer);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
glEnableVertexAttribArray(GLKVertexAttribPosition);
|
|
||||||
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
|
|
||||||
glEnableVertexAttribArray(GLKVertexAttribNormal);
|
|
||||||
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
|
|
||||||
|
|
||||||
glBindVertexArrayOES(0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
- (void)tearDownGL {
|
- (void)tearDownGL {
|
||||||
[EAGLContext setCurrentContext:self.context];
|
[EAGLContext setCurrentContext:self.context];
|
||||||
|
|
||||||
glDeleteBuffers(1, &_vertexBuffer);
|
delete app;
|
||||||
glDeleteVertexArraysOES(1, &_vertexArray);
|
app = 0;
|
||||||
|
|
||||||
if (program) {
|
|
||||||
delete program;
|
|
||||||
program = 0;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#pragma mark - GLKView and GLKViewController delegate methods
|
#pragma mark - GLKView and GLKViewController delegate methods
|
||||||
- (void)update {
|
- (void)update {
|
||||||
// projection matrix (perspective)
|
if(width != self.view.bounds.size.width || height != self.view.bounds.size.height){
|
||||||
float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
|
width = self.view.bounds.size.width;
|
||||||
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
|
height = self.view.bounds.size.height;
|
||||||
|
app->resize(width, height);
|
||||||
// model matrix (rotation)
|
}
|
||||||
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
|
app->update(self.timeSinceLastUpdate);
|
||||||
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
|
|
||||||
|
|
||||||
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
|
|
||||||
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
|
|
||||||
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
|
|
||||||
|
|
||||||
// setting stuff for later use in the shader
|
|
||||||
_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
|
|
||||||
_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
|
|
||||||
|
|
||||||
// time update
|
|
||||||
_rotation += self.timeSinceLastUpdate * 0.5f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
|
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
|
||||||
// clear
|
app->draw();
|
||||||
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
glBindVertexArrayOES(_vertexArray);
|
|
||||||
|
|
||||||
program->begin();
|
|
||||||
program->set_uniform("modelViewProjectionMatrix", _modelViewProjectionMatrix.m, 0);
|
|
||||||
program->set_uniform("normalMatrix", _normalMatrix.m, 0);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@end
|
@end
|
||||||
|
|
Reference in a new issue