Joshua Moerman
13 years ago
5 changed files with 257 additions and 429 deletions
@ -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 |
|
@ -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 |
Reference in new issue