// // App.h // GLGameTemplate // // Created by Joshua Moerman on 5/4/12. // Copyright (c) 2012 Vadovas. All rights reserved. // #ifndef GLGameTemplate_App_h #define GLGameTemplate_App_h #import #include #include #include "shader.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) struct App { std::unique_ptr program; GLKMatrix4 modelViewProjectionMatrix; GLKMatrix3 normalMatrix; float rotation; float aspect; GLuint vertexArray; GLuint vertexBuffer; App() : program(nullptr) , modelViewProjectionMatrix({{0}}) , normalMatrix({{0}}) , rotation(0) , aspect(0.75) , vertexArray(0) , vertexBuffer(0) { std::cout << "APP CONSTRUCTED" << std::endl; 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 v; v.emplace_back("position"); v.emplace_back("normal"); program.reset(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); } ~App(){ glDeleteBuffers(1, &vertexBuffer); glDeleteVertexArraysOES(1, &vertexArray); std::cout << "APP DESTRUCTED" << std::endl; } void resize(float width, float height){ aspect = std::abs(width/height); } void update(float dt){ // projection matrix (perspective) 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 += dt * 0.5f; } void draw(){ // clear float red = rand() / (float)RAND_MAX; glClearColor(red, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // bind and set up glBindVertexArrayOES(vertexArray); program->begin(); program->set_uniform("modelViewProjectionMatrix", modelViewProjectionMatrix.m, 0); program->set_uniform("normalMatrix", normalMatrix.m, 0); // draw glDrawArrays(GL_TRIANGLES, 0, 36); } constexpr 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 }; }; #endif