Browse Source

cleaned up shit, made it more a template

master
Joshua Moerman 12 years ago
parent
commit
e391e75208
  1. 62
      GLGameTemplate.xcodeproj/project.pbxproj
  2. 3
      GLGameTemplate/AppDelegate.h
  3. 25
      GLGameTemplate/AppDelegate.m
  4. 401
      GLGameTemplate/ViewController.m
  5. 195
      GLGameTemplate/ViewController.mm

62
GLGameTemplate.xcodeproj/project.pbxproj

@ -17,11 +17,22 @@
4280A9301553DD4C00664DC2 /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 4280A92F1553DD4C00664DC2 /* AppDelegate.m */; };
4280A9321553DD4C00664DC2 /* Shader.fsh in Resources */ = {isa = PBXBuildFile; fileRef = 4280A9311553DD4C00664DC2 /* Shader.fsh */; };
4280A9341553DD4C00664DC2 /* Shader.vsh in Resources */ = {isa = PBXBuildFile; fileRef = 4280A9331553DD4C00664DC2 /* Shader.vsh */; };
4280A9371553DD4C00664DC2 /* ViewController.m in Sources */ = {isa = PBXBuildFile; fileRef = 4280A9361553DD4C00664DC2 /* ViewController.m */; };
4280A9371553DD4C00664DC2 /* ViewController.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4280A9361553DD4C00664DC2 /* ViewController.mm */; };
4280A93A1553DD4C00664DC2 /* ViewController_iPhone.xib in Resources */ = {isa = PBXBuildFile; fileRef = 4280A9381553DD4C00664DC2 /* ViewController_iPhone.xib */; };
4280A93D1553DD4C00664DC2 /* ViewController_iPad.xib in Resources */ = {isa = PBXBuildFile; fileRef = 4280A93B1553DD4C00664DC2 /* ViewController_iPad.xib */; };
42E092901553DFC2002EA900 /* libJ.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 42E0928C1553DFB7002EA900 /* libJ.a */; };
/* End PBXBuildFile section */
/* Begin PBXContainerItemProxy section */
42E0928B1553DFB7002EA900 /* PBXContainerItemProxy */ = {
isa = PBXContainerItemProxy;
containerPortal = 42E092841553DFB7002EA900 /* J.xcodeproj */;
proxyType = 2;
remoteGlobalIDString = 42681365140A321800CBF943;
remoteInfo = J;
};
/* End PBXContainerItemProxy section */
/* Begin PBXFileReference section */
4280A9171553DD4C00664DC2 /* GLGameTemplate.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = GLGameTemplate.app; sourceTree = BUILT_PRODUCTS_DIR; };
4280A91B1553DD4C00664DC2 /* UIKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = UIKit.framework; path = System/Library/Frameworks/UIKit.framework; sourceTree = SDKROOT; };
@ -29,18 +40,19 @@
4280A91F1553DD4C00664DC2 /* CoreGraphics.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = CoreGraphics.framework; path = System/Library/Frameworks/CoreGraphics.framework; sourceTree = SDKROOT; };
4280A9211553DD4C00664DC2 /* GLKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GLKit.framework; path = System/Library/Frameworks/GLKit.framework; sourceTree = SDKROOT; };
4280A9231553DD4C00664DC2 /* OpenGLES.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGLES.framework; path = System/Library/Frameworks/OpenGLES.framework; sourceTree = SDKROOT; };
4280A9271553DD4C00664DC2 /* GLGameTemplate-Info.plist */ = {isa = PBXFileReference; path = "GLGameTemplate-Info.plist"; sourceTree = "<group>"; };
4280A9271553DD4C00664DC2 /* GLGameTemplate-Info.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = "GLGameTemplate-Info.plist"; sourceTree = "<group>"; };
4280A9291553DD4C00664DC2 /* en */ = {isa = PBXFileReference; lastKnownFileType = text.plist.strings; name = en; path = en.lproj/InfoPlist.strings; sourceTree = "<group>"; };
4280A92B1553DD4C00664DC2 /* main.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = main.m; sourceTree = "<group>"; };
4280A92D1553DD4C00664DC2 /* GLGameTemplate-Prefix.pch */ = {isa = PBXFileReference; path = "GLGameTemplate-Prefix.pch"; sourceTree = "<group>"; };
4280A92E1553DD4C00664DC2 /* AppDelegate.h */ = {isa = PBXFileReference; path = AppDelegate.h; sourceTree = "<group>"; };
4280A92D1553DD4C00664DC2 /* GLGameTemplate-Prefix.pch */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = "GLGameTemplate-Prefix.pch"; sourceTree = "<group>"; };
4280A92E1553DD4C00664DC2 /* AppDelegate.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = AppDelegate.h; sourceTree = "<group>"; };
4280A92F1553DD4C00664DC2 /* AppDelegate.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = AppDelegate.m; sourceTree = "<group>"; };
4280A9311553DD4C00664DC2 /* Shader.fsh */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.glsl; name = Shader.fsh; path = Shaders/Shader.fsh; sourceTree = "<group>"; };
4280A9331553DD4C00664DC2 /* Shader.vsh */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.glsl; name = Shader.vsh; path = Shaders/Shader.vsh; sourceTree = "<group>"; };
4280A9351553DD4C00664DC2 /* ViewController.h */ = {isa = PBXFileReference; path = ViewController.h; sourceTree = "<group>"; };
4280A9361553DD4C00664DC2 /* ViewController.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = ViewController.m; sourceTree = "<group>"; };
4280A9351553DD4C00664DC2 /* ViewController.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = ViewController.h; sourceTree = "<group>"; };
4280A9361553DD4C00664DC2 /* ViewController.mm */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.objcpp; path = ViewController.mm; sourceTree = "<group>"; };
4280A9391553DD4C00664DC2 /* en */ = {isa = PBXFileReference; lastKnownFileType = file.xib; name = en; path = en.lproj/ViewController_iPhone.xib; sourceTree = "<group>"; };
4280A93C1553DD4C00664DC2 /* en */ = {isa = PBXFileReference; lastKnownFileType = file.xib; name = en; path = en.lproj/ViewController_iPad.xib; sourceTree = "<group>"; };
42E092841553DFB7002EA900 /* J.xcodeproj */ = {isa = PBXFileReference; lastKnownFileType = "wrapper.pb-project"; name = J.xcodeproj; path = ../J/J.xcodeproj; sourceTree = "<group>"; };
/* End PBXFileReference section */
/* Begin PBXFrameworksBuildPhase section */
@ -48,6 +60,7 @@
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
42E092901553DFC2002EA900 /* libJ.a in Frameworks */,
4280A91C1553DD4C00664DC2 /* UIKit.framework in Frameworks */,
4280A91E1553DD4C00664DC2 /* Foundation.framework in Frameworks */,
4280A9201553DD4C00664DC2 /* CoreGraphics.framework in Frameworks */,
@ -79,6 +92,7 @@
4280A91A1553DD4C00664DC2 /* Frameworks */ = {
isa = PBXGroup;
children = (
42E092841553DFB7002EA900 /* J.xcodeproj */,
4280A91B1553DD4C00664DC2 /* UIKit.framework */,
4280A91D1553DD4C00664DC2 /* Foundation.framework */,
4280A91F1553DD4C00664DC2 /* CoreGraphics.framework */,
@ -96,7 +110,7 @@
4280A9311553DD4C00664DC2 /* Shader.fsh */,
4280A9331553DD4C00664DC2 /* Shader.vsh */,
4280A9351553DD4C00664DC2 /* ViewController.h */,
4280A9361553DD4C00664DC2 /* ViewController.m */,
4280A9361553DD4C00664DC2 /* ViewController.mm */,
4280A9381553DD4C00664DC2 /* ViewController_iPhone.xib */,
4280A93B1553DD4C00664DC2 /* ViewController_iPad.xib */,
4280A9261553DD4C00664DC2 /* Supporting Files */,
@ -115,6 +129,14 @@
name = "Supporting Files";
sourceTree = "<group>";
};
42E092851553DFB7002EA900 /* Products */ = {
isa = PBXGroup;
children = (
42E0928C1553DFB7002EA900 /* libJ.a */,
);
name = Products;
sourceTree = "<group>";
};
/* End PBXGroup section */
/* Begin PBXNativeTarget section */
@ -150,10 +172,17 @@
hasScannedForEncodings = 0;
knownRegions = (
en,
nl,
);
mainGroup = 4280A90C1553DD4C00664DC2;
productRefGroup = 4280A9181553DD4C00664DC2 /* Products */;
projectDirPath = "";
projectReferences = (
{
ProductGroup = 42E092851553DFB7002EA900 /* Products */;
ProjectRef = 42E092841553DFB7002EA900 /* J.xcodeproj */;
},
);
projectRoot = "";
targets = (
4280A9161553DD4C00664DC2 /* GLGameTemplate */,
@ -161,6 +190,16 @@
};
/* End PBXProject section */
/* Begin PBXReferenceProxy section */
42E0928C1553DFB7002EA900 /* libJ.a */ = {
isa = PBXReferenceProxy;
fileType = archive.ar;
path = libJ.a;
remoteRef = 42E0928B1553DFB7002EA900 /* PBXContainerItemProxy */;
sourceTree = BUILT_PRODUCTS_DIR;
};
/* End PBXReferenceProxy section */
/* Begin PBXResourcesBuildPhase section */
4280A9151553DD4C00664DC2 /* Resources */ = {
isa = PBXResourcesBuildPhase;
@ -183,7 +222,7 @@
files = (
4280A92C1553DD4C00664DC2 /* main.m in Sources */,
4280A9301553DD4C00664DC2 /* AppDelegate.m in Sources */,
4280A9371553DD4C00664DC2 /* ViewController.m in Sources */,
4280A9371553DD4C00664DC2 /* ViewController.mm in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@ -265,9 +304,12 @@
4280A9411553DD4C00664DC2 /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
CLANG_CXX_LANGUAGE_STANDARD = "gnu++0x";
CLANG_CXX_LIBRARY = "libc++";
GCC_PRECOMPILE_PREFIX_HEADER = YES;
GCC_PREFIX_HEADER = "GLGameTemplate/GLGameTemplate-Prefix.pch";
"GCC_THUMB_SUPPORT[arch=armv6]" = "";
HEADER_SEARCH_PATHS = "../J/**";
INFOPLIST_FILE = "GLGameTemplate/GLGameTemplate-Info.plist";
PRODUCT_NAME = "$(TARGET_NAME)";
WRAPPER_EXTENSION = app;
@ -277,9 +319,12 @@
4280A9421553DD4C00664DC2 /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
CLANG_CXX_LANGUAGE_STANDARD = "gnu++0x";
CLANG_CXX_LIBRARY = "libc++";
GCC_PRECOMPILE_PREFIX_HEADER = YES;
GCC_PREFIX_HEADER = "GLGameTemplate/GLGameTemplate-Prefix.pch";
"GCC_THUMB_SUPPORT[arch=armv6]" = "";
HEADER_SEARCH_PATHS = "../J/**";
INFOPLIST_FILE = "GLGameTemplate/GLGameTemplate-Info.plist";
PRODUCT_NAME = "$(TARGET_NAME)";
WRAPPER_EXTENSION = app;
@ -305,6 +350,7 @@
4280A9421553DD4C00664DC2 /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
/* End XCConfigurationList section */
};

3
GLGameTemplate/AppDelegate.h

@ -11,9 +11,6 @@
@class ViewController;
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@property (strong, nonatomic) ViewController *viewController;
@end

25
GLGameTemplate/AppDelegate.m

@ -7,25 +7,21 @@
//
#import "AppDelegate.h"
#import "ViewController.h"
@implementation AppDelegate
@implementation AppDelegate
@synthesize window = _window;
@synthesize viewController = _viewController;
- (void)dealloc
{
- (void)dealloc {
[_window release];
[_viewController release];
[super dealloc];
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
self.window = [[[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease];
// Override point for customization after application launch.
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
self.viewController = [[[ViewController alloc] initWithNibName:@"ViewController_iPhone" bundle:nil] autorelease];
} else {
@ -36,30 +32,25 @@
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application
{
- (void)applicationWillResignActive:(UIApplication *)application {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application
{
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application
{
- (void)applicationWillEnterForeground:(UIApplication *)application {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application
{
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application
{
- (void)applicationWillTerminate:(UIApplication *)application {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}

401
GLGameTemplate/ViewController.m

@ -1,401 +0,0 @@
//
// ViewController.m
// GLGameTemplate
//
// Created by Joshua Moerman on 5/4/12.
// Copyright (c) 2012 Vadovas. All rights reserved.
//
#import "ViewController.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
// Uniform index.
enum
{
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_NORMAL,
NUM_ATTRIBUTES
};
GLfloat gCubeVertexData[216] =
{
// Data layout for each line below is:
// positionX, positionY, positionZ, normalX, normalY, normalZ,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
};
@interface ViewController () {
GLuint _program;
GLKMatrix4 _modelViewProjectionMatrix;
GLKMatrix3 _normalMatrix;
float _rotation;
GLuint _vertexArray;
GLuint _vertexBuffer;
}
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;
- (void)setupGL;
- (void)tearDownGL;
- (BOOL)loadShaders;
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
- (BOOL)linkProgram:(GLuint)prog;
- (BOOL)validateProgram:(GLuint)prog;
@end
@implementation ViewController
@synthesize context = _context;
@synthesize effect = _effect;
- (void)dealloc
{
[_context release];
[_effect release];
[super dealloc];
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease];
if (!self.context) {
NSLog(@"Failed to create ES context");
}
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[self setupGL];
}
- (void)viewDidUnload
{
[super viewDidUnload];
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Release any cached data, images, etc. that aren't in use.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
} else {
return YES;
}
}
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
self.effect = [[[GLKBaseEffect alloc] init] autorelease];
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
glEnable(GL_DEPTH_TEST);
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
{
[EAGLContext setCurrentContext:self.context];
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArraysOES(1, &_vertexArray);
self.effect = nil;
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
}
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update
{
float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
self.effect.transform.projectionMatrix = projectionMatrix;
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
// Compute the model view matrix for the object rendered with GLKit
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
self.effect.transform.modelviewMatrix = modelViewMatrix;
// Compute the model view matrix for the object rendered with ES2
modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
_rotation += self.timeSinceLastUpdate * 0.5f;
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArrayOES(_vertexArray);
// Render the object with GLKit
[self.effect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 36);
// Render the object again with ES2
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
#pragma mark - OpenGL ES 2 shader compilation
- (BOOL)loadShaders
{
GLuint vertShader, fragShader;
NSString *vertShaderPathname, *fragShaderPathname;
// Create shader program.
_program = glCreateProgram();
// Create and compile vertex shader.
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
NSLog(@"Failed to compile vertex shader");
return NO;
}
// Create and compile fragment shader.
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
NSLog(@"Failed to compile fragment shader");
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_NORMAL, "normal");
// Link program.
if (![self linkProgram:_program]) {
NSLog(@"Failed to link program: %d", _program);
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
return NO;
}
// Get uniform locations.
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
// Release vertex and fragment shaders.
if (vertShader) {
glDetachShader(_program, vertShader);
glDeleteShader(vertShader);
}
if (fragShader) {
glDetachShader(_program, fragShader);
glDeleteShader(fragShader);
}
return YES;
}
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
{
GLint status;
const GLchar *source;
source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
if (!source) {
NSLog(@"Failed to load vertex shader");
return NO;
}
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
NSLog(@"Shader compile log:\n%s", log);
free(log);
}
#endif
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(*shader);
return NO;
}
return YES;
}
- (BOOL)linkProgram:(GLuint)prog
{
GLint status;
glLinkProgram(prog);
#if defined(DEBUG)
GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program link log:\n%s", log);
free(log);
}
#endif
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
- (BOOL)validateProgram:(GLuint)prog
{
GLint logLength, status;
glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
@end

195
GLGameTemplate/ViewController.mm

@ -0,0 +1,195 @@
//
// ViewController.m
// GLGameTemplate
//
// Created by Joshua Moerman on 5/4/12.
// Copyright (c) 2012 Vadovas. All rights reserved.
//
#import "ViewController.h"
#import "shader.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
GLfloat gCubeVertexData[216] = {
// Data layout for each line below is:
// positionX, positionY, positionZ, normalX, normalY, normalZ,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
};
@interface ViewController () {
J::shader * program;
GLKMatrix4 _modelViewProjectionMatrix;
GLKMatrix3 _normalMatrix;
float _rotation;
GLuint _vertexArray;
GLuint _vertexBuffer;
}
@property (strong, nonatomic) EAGLContext *context;
- (void)setupGL;
- (void)tearDownGL;
@end
@implementation ViewController
@synthesize context = _context;
- (void)dealloc {
[_context release];
[super dealloc];
}
#pragma mark - View stuff
- (void)viewDidLoad {
[super viewDidLoad];
self.context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease];
if (!self.context) NSLog(@"Failed to create ES context");
GLKView* view = (GLKView* )self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[self setupGL];
}
- (void)viewDidUnload {
[super viewDidUnload];
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
} else {
return YES;
}
}
#pragma mark - openGL setup
- (void)setupGL {
[EAGLContext setCurrentContext:self.context];
glEnable(GL_DEPTH_TEST);
// 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 {
[EAGLContext setCurrentContext:self.context];
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArraysOES(1, &_vertexArray);
if (program) {
delete program;
program = 0;
}
}
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update {
// projection matrix (perspective)
float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
// model matrix (rotation)
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
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 {
// clear
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