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161 lines
5.1 KiB
161 lines
5.1 KiB
//
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// App.h
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// GLGameTemplate
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//
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// Created by Joshua Moerman on 5/4/12.
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// Copyright (c) 2012 Vadovas. All rights reserved.
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//
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#ifndef GLGameTemplate_App_h
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#define GLGameTemplate_App_h
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#import <GLKit/GLKit.h>
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#include <memory>
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#include <cmath>
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#include "shader.h"
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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struct App {
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std::unique_ptr<J::shader> program;
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GLKMatrix4 modelViewProjectionMatrix;
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GLKMatrix3 normalMatrix;
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float rotation;
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float aspect;
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GLuint vertexArray;
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GLuint vertexBuffer;
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App()
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: program(nullptr)
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, modelViewProjectionMatrix({{0}})
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, normalMatrix({{0}})
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, rotation(0)
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, aspect(0.75)
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, vertexArray(0)
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, vertexBuffer(0)
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{
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std::cout << "APP CONSTRUCTED" << std::endl;
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glEnable(GL_DEPTH_TEST);
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// shader
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NSString * vshader_file = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
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NSString * fshader_file = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
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std::vector<std::string> v;
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v.emplace_back("position");
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v.emplace_back("normal");
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program.reset(new J::shader([vshader_file UTF8String], [fshader_file UTF8String], std::move(v)));
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// vertex-buffer
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glGenVertexArraysOES(1, &vertexArray);
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glBindVertexArrayOES(vertexArray);
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
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glEnableVertexAttribArray(GLKVertexAttribPosition);
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glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
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glEnableVertexAttribArray(GLKVertexAttribNormal);
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glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
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glBindVertexArrayOES(0);
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}
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~App(){
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glDeleteBuffers(1, &vertexBuffer);
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glDeleteVertexArraysOES(1, &vertexArray);
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std::cout << "APP DESTRUCTED" << std::endl;
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}
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void resize(float width, float height){
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aspect = std::abs(width/height);
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}
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void update(float dt){
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// projection matrix (perspective)
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GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
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// model matrix (rotation)
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GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
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baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, rotation, 0.0f, 1.0f, 0.0f);
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GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
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modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, rotation, 1.0f, 1.0f, 1.0f);
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modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
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// setting stuff for later use in the shader
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normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
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modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
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// time update
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rotation += dt * 0.5f;
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}
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void draw(){
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// clear
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float red = rand() / (float)RAND_MAX;
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glClearColor(red, 0.65f, 0.65f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// bind and set up
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glBindVertexArrayOES(vertexArray);
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program->begin();
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program->set_uniform("modelViewProjectionMatrix", modelViewProjectionMatrix.m, 0);
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program->set_uniform("normalMatrix", normalMatrix.m, 0);
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// draw
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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constexpr GLfloat gCubeVertexData[216] = {
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// Data layout for each line below is:
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// positionX, positionY, positionZ, normalX, normalY, normalZ,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
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};
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};
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#endif
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