Joshua Moerman
13 years ago
5 changed files with 257 additions and 429 deletions
@ -1,401 +0,0 @@ |
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// |
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// ViewController.m |
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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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|
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#import "ViewController.h" |
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|
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#define BUFFER_OFFSET(i) ((char *)NULL + (i)) |
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|
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// Uniform index. |
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enum |
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{ |
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UNIFORM_MODELVIEWPROJECTION_MATRIX, |
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UNIFORM_NORMAL_MATRIX, |
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NUM_UNIFORMS |
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}; |
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GLint uniforms[NUM_UNIFORMS]; |
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|
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// Attribute index. |
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enum |
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{ |
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ATTRIB_VERTEX, |
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ATTRIB_NORMAL, |
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NUM_ATTRIBUTES |
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}; |
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|
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GLfloat gCubeVertexData[216] = |
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{ |
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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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|
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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 |
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}; |
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|
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@interface ViewController () { |
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GLuint _program; |
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GLKMatrix4 _modelViewProjectionMatrix; |
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GLKMatrix3 _normalMatrix; |
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float _rotation; |
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GLuint _vertexArray; |
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GLuint _vertexBuffer; |
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} |
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@property (strong, nonatomic) EAGLContext *context; |
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@property (strong, nonatomic) GLKBaseEffect *effect; |
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- (void)setupGL; |
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- (void)tearDownGL; |
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- (BOOL)loadShaders; |
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file; |
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- (BOOL)linkProgram:(GLuint)prog; |
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- (BOOL)validateProgram:(GLuint)prog; |
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@end |
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@implementation ViewController |
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@synthesize context = _context; |
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@synthesize effect = _effect; |
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- (void)dealloc |
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{ |
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[_context release]; |
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[_effect release]; |
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[super dealloc]; |
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} |
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- (void)viewDidLoad |
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{ |
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[super viewDidLoad]; |
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self.context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease]; |
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if (!self.context) { |
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NSLog(@"Failed to create ES context"); |
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} |
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GLKView *view = (GLKView *)self.view; |
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view.context = self.context; |
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view.drawableDepthFormat = GLKViewDrawableDepthFormat24; |
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[self setupGL]; |
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} |
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- (void)viewDidUnload |
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{ |
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[super viewDidUnload]; |
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[self tearDownGL]; |
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if ([EAGLContext currentContext] == self.context) { |
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[EAGLContext setCurrentContext:nil]; |
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} |
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self.context = nil; |
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} |
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|
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- (void)didReceiveMemoryWarning |
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{ |
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[super didReceiveMemoryWarning]; |
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// Release any cached data, images, etc. that aren't in use. |
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} |
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|
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation |
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{ |
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if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) { |
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return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); |
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} else { |
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return YES; |
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} |
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} |
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- (void)setupGL |
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{ |
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[EAGLContext setCurrentContext:self.context]; |
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[self loadShaders]; |
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self.effect = [[[GLKBaseEffect alloc] init] autorelease]; |
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self.effect.light0.enabled = GL_TRUE; |
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self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); |
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glEnable(GL_DEPTH_TEST); |
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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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- (void)tearDownGL |
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{ |
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[EAGLContext setCurrentContext:self.context]; |
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glDeleteBuffers(1, &_vertexBuffer); |
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glDeleteVertexArraysOES(1, &_vertexArray); |
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self.effect = nil; |
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if (_program) { |
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glDeleteProgram(_program); |
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_program = 0; |
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} |
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} |
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#pragma mark - GLKView and GLKViewController delegate methods |
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- (void)update |
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{ |
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float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); |
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GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); |
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self.effect.transform.projectionMatrix = projectionMatrix; |
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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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// Compute the model view matrix for the object rendered with GLKit |
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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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self.effect.transform.modelviewMatrix = modelViewMatrix; |
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// Compute the model view matrix for the object rendered with ES2 |
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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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_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); |
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_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); |
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_rotation += self.timeSinceLastUpdate * 0.5f; |
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} |
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect |
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{ |
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glClearColor(0.65f, 0.65f, 0.65f, 1.0f); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glBindVertexArrayOES(_vertexArray); |
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// Render the object with GLKit |
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[self.effect prepareToDraw]; |
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glDrawArrays(GL_TRIANGLES, 0, 36); |
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// Render the object again with ES2 |
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glUseProgram(_program); |
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glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m); |
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glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m); |
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glDrawArrays(GL_TRIANGLES, 0, 36); |
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} |
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#pragma mark - OpenGL ES 2 shader compilation |
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- (BOOL)loadShaders |
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{ |
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GLuint vertShader, fragShader; |
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NSString *vertShaderPathname, *fragShaderPathname; |
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|
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// Create shader program. |
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_program = glCreateProgram(); |
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|
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// Create and compile vertex shader. |
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vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"]; |
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if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) { |
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NSLog(@"Failed to compile vertex shader"); |
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return NO; |
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} |
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|
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// Create and compile fragment shader. |
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fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"]; |
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if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) { |
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NSLog(@"Failed to compile fragment shader"); |
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return NO; |
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} |
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|
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// Attach vertex shader to program. |
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glAttachShader(_program, vertShader); |
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|
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// Attach fragment shader to program. |
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glAttachShader(_program, fragShader); |
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|
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// Bind attribute locations. |
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// This needs to be done prior to linking. |
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glBindAttribLocation(_program, ATTRIB_VERTEX, "position"); |
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glBindAttribLocation(_program, ATTRIB_NORMAL, "normal"); |
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// Link program. |
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if (![self linkProgram:_program]) { |
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NSLog(@"Failed to link program: %d", _program); |
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if (vertShader) { |
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glDeleteShader(vertShader); |
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vertShader = 0; |
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} |
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if (fragShader) { |
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glDeleteShader(fragShader); |
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fragShader = 0; |
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} |
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if (_program) { |
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glDeleteProgram(_program); |
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_program = 0; |
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} |
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return NO; |
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} |
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// Get uniform locations. |
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uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix"); |
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uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix"); |
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// Release vertex and fragment shaders. |
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if (vertShader) { |
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glDetachShader(_program, vertShader); |
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glDeleteShader(vertShader); |
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} |
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if (fragShader) { |
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glDetachShader(_program, fragShader); |
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glDeleteShader(fragShader); |
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} |
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return YES; |
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} |
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file |
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{ |
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GLint status; |
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const GLchar *source; |
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source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String]; |
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if (!source) { |
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NSLog(@"Failed to load vertex shader"); |
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return NO; |
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} |
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*shader = glCreateShader(type); |
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glShaderSource(*shader, 1, &source, NULL); |
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glCompileShader(*shader); |
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#if defined(DEBUG) |
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GLint logLength; |
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glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength); |
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if (logLength > 0) { |
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GLchar *log = (GLchar *)malloc(logLength); |
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glGetShaderInfoLog(*shader, logLength, &logLength, log); |
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NSLog(@"Shader compile log:\n%s", log); |
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free(log); |
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} |
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#endif |
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status); |
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if (status == 0) { |
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glDeleteShader(*shader); |
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return NO; |
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} |
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return YES; |
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} |
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|
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- (BOOL)linkProgram:(GLuint)prog |
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{ |
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GLint status; |
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glLinkProgram(prog); |
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#if defined(DEBUG) |
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GLint logLength; |
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength); |
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if (logLength > 0) { |
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GLchar *log = (GLchar *)malloc(logLength); |
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glGetProgramInfoLog(prog, logLength, &logLength, log); |
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NSLog(@"Program link log:\n%s", log); |
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free(log); |
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} |
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#endif |
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glGetProgramiv(prog, GL_LINK_STATUS, &status); |
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if (status == 0) { |
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return NO; |
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} |
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return YES; |
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} |
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|
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- (BOOL)validateProgram:(GLuint)prog |
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{ |
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GLint logLength, status; |
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glValidateProgram(prog); |
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength); |
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if (logLength > 0) { |
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GLchar *log = (GLchar *)malloc(logLength); |
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glGetProgramInfoLog(prog, logLength, &logLength, log); |
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NSLog(@"Program validate log:\n%s", log); |
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free(log); |
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} |
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glGetProgramiv(prog, GL_VALIDATE_STATUS, &status); |
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if (status == 0) { |
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return NO; |
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} |
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return YES; |
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} |
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|
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@end |
@ -0,0 +1,195 @@ |
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// |
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// ViewController.m |
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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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|
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#import "ViewController.h" |
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#import "shader.h" |
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|
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#define BUFFER_OFFSET(i) ((char *)NULL + (i)) |
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|
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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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|
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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, |
|||
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 |
Reference in new issue