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195 lines
6.3 KiB
195 lines
6.3 KiB
//
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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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#import "ViewController.h"
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#import "shader.h"
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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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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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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@interface ViewController () {
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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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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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- (void)setupGL;
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- (void)tearDownGL;
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@end
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@implementation ViewController
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@synthesize context = _context;
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- (void)dealloc {
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[_context release];
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[super dealloc];
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}
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#pragma mark - View stuff
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- (void)viewDidLoad {
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[super viewDidLoad];
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self.context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease];
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if (!self.context) NSLog(@"Failed to create ES context");
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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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[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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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
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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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#pragma mark - openGL setup
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- (void)setupGL {
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[EAGLContext setCurrentContext:self.context];
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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 = 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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- (void)tearDownGL {
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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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if (program) {
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delete 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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// projection matrix (perspective)
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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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// 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 += self.timeSinceLastUpdate * 0.5f;
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}
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
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// clear
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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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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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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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@end
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