Sources/Classes/Application/Model/OpenGL/Shaders/OpenGLShader.m
//------------------------------------------------------------------------ |
// |
// File: OpenGLShader.m |
// |
// Abstract: A utility toolkit for managing shaders along with their |
// uniforms |
// |
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// |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
#import "OpenGLTexture.h" |
#import "OpenGLShaderDictKeys.h" |
#import "OpenGLShader.h" |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Private - Enumerated Types |
//------------------------------------------------------------------------ |
enum OpenGLUniformTypes |
{ |
kUniformDefault = 0, |
kUniform1i, |
kUniform1f, |
kUniform3fv, |
kUniformMatrix3fv, |
kUniformMax |
}; |
typedef enum OpenGLUniformTypes OpenGLUniformTypes; |
//------------------------------------------------------------------------ |
enum OpenGLUniformVectorTypes |
{ |
kVector = 1, |
k2Vector, |
k3Vector, |
k4Vector |
}; |
typedef enum OpenGLUniformVectorTypes OpenGLUniformVectorTypes; |
//------------------------------------------------------------------------ |
enum OpenGLUniformMatrixTypes |
{ |
k2x2Matrix = 2, |
k3x3Matrix, |
k4x4Matrix |
}; |
typedef enum OpenGLUniformMatrixTypes OpenGLUniformMatrixTypes; |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Private - Constants |
//------------------------------------------------------------------------ |
static const GLuint kSizeOfGLint = sizeof(GLint); |
static const GLuint kSizeOfGLfloat = sizeof(GLfloat); |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Private - Function Pointers |
//------------------------------------------------------------------------ |
typedef void (*OpenGLSetUniformFuncPtr)(NSDictionary *uniformDict); |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Private - Data Structure |
//------------------------------------------------------------------------ |
struct OpenGLShaderData |
{ |
NSMutableDictionary *mpUniforms; |
NSMutableDictionary *mpTextures; |
GLuint mnProgram; |
OpenGLSetUniformFuncPtr glSetUniform[kUniformMax]; |
}; |
typedef struct OpenGLShaderData OpenGLShaderData; |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Private - Setting Uniforms |
//------------------------------------------------------------------------ |
static void OpenGLSetUniform1i(NSDictionary *theUniformDict) |
{ |
NSNumber *uniformINum = [theUniformDict objectForKey:kOpenGLUniformValueKey]; |
GLint uniformIValue = [uniformINum intValue]; |
NSNumber *uniformLocNum = [theUniformDict objectForKey:kOpenGLUniformLocKey]; |
GLint uniformLoc = [uniformLocNum intValue]; |
glUniform1i( uniformLoc, uniformIValue ); |
} // OpenGLSetUniform1i |
//------------------------------------------------------------------------ |
static void OpenGLSetUniform1f(NSDictionary *theUniformDict) |
{ |
NSNumber *uniformLocNum = [theUniformDict objectForKey:kOpenGLUniformLocKey]; |
GLint uniformLoc = [uniformLocNum intValue]; |
NSNumber *uniformFNum = [theUniformDict objectForKey:kOpenGLUniformValueKey]; |
GLfloat uniformFValue = [uniformFNum floatValue]; |
glUniform1f( uniformLoc, uniformFValue ); |
} // OpenGLSetUniform1f |
//------------------------------------------------------------------------ |
static void OpenGLSetUniform3fv(NSDictionary *theUniformDict) |
{ |
NSNumber *uniformLocNum = [theUniformDict objectForKey:kOpenGLUniformLocKey]; |
GLint uniformLoc = [uniformLocNum intValue]; |
NSData *uniformFData = [theUniformDict objectForKey:kOpenGLUniformValueKey]; |
NSNumber *uniformCountNum = [theUniformDict objectForKey:kOpenGLUniformCountKey]; |
GLuint uniformCount = [uniformCountNum intValue]; |
GLuint uniformCapacity = k3Vector * uniformCount * kSizeOfGLfloat; |
GLfloat *uniformFVec = (GLfloat *)malloc(uniformCapacity); |
if( uniformFVec != NULL ) |
{ |
[uniformFData getBytes:uniformFVec]; |
glUniform3fv( uniformLoc, uniformCount, uniformFVec ); |
free( uniformFVec ); |
} // if |
} // OpenGLSetUniform3fv |
//------------------------------------------------------------------------ |
static void OpenGLSetUniformMatrix3fv(NSDictionary *theUniformDict) |
{ |
NSNumber *uniformLocNum = [theUniformDict objectForKey:kOpenGLUniformLocKey]; |
GLint uniformLoc = [uniformLocNum intValue]; |
NSData *uniformFData = [theUniformDict objectForKey:kOpenGLUniformValueKey]; |
NSNumber *uniformCountNum = [theUniformDict objectForKey:kOpenGLUniformCountKey]; |
GLuint uniformCount = [uniformCountNum intValue]; |
GLuint uniformCapacity = k3x3Matrix * k3x3Matrix * uniformCount * kSizeOfGLfloat; |
NSNumber *uniformTransposeNum = [theUniformDict objectForKey:kOpenGLUniformTransposeKey]; |
GLboolean uniformTranspose = [uniformTransposeNum intValue]; |
GLfloat *uniformFMatrix = (GLfloat *)malloc(uniformCapacity); |
if( uniformFMatrix != NULL ) |
{ |
[uniformFData getBytes:uniformFMatrix]; |
glUniformMatrix3fv(uniformLoc, |
uniformCount, |
uniformTranspose, |
uniformFMatrix ); |
free( uniformFMatrix ); |
} // if |
} // OpenGLSetUniformMatrix3fv |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
#pragma mark - |
//------------------------------------------------------------------------ |
@implementation OpenGLShader |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Public - Designated Initializers |
//------------------------------------------------------------------------ |
- (void) initTexturesWithDictionary:(NSDictionary *)theTextures |
{ |
if( theTextures ) |
{ |
mpShader->mpTextures = [[NSMutableDictionary alloc] initWithDictionary:theTextures]; |
if( mpShader->mpTextures ) |
{ |
glUseProgram(mpShader->mnProgram); |
{ |
GLint samplerLoc = 0; |
GLint samplerValue = 0; |
GLenum textureActive = 0; |
NSNumber *samplerLocNum = nil; |
NSNumber *samplerValueNum = nil; |
NSString *textureName = nil; |
NSMutableDictionary *textureDesc = nil; |
OpenGLTexture *texture = nil; |
for( textureName in theTextures ) |
{ |
textureDesc = [NSMutableDictionary dictionaryWithCapacity:3]; |
texture = [theTextures objectForKey:textureName]; |
textureActive = [texture active]; |
[textureDesc setObject:texture |
forKey:kOpenGLUniformTextureKey]; |
samplerValue = textureActive ^ GL_TEXTURE0; |
samplerValueNum = [NSNumber numberWithInt:samplerValue]; |
[textureDesc setObject:samplerValueNum |
forKey:kOpenGLUniformValueKey]; |
samplerLoc = [self uniformLocation:textureName]; |
samplerLocNum = [NSNumber numberWithInt:samplerLoc]; |
[textureDesc setObject:samplerLocNum |
forKey:kOpenGLUniformLocKey]; |
[mpShader->mpTextures setObject:textureDesc |
forKey:textureName]; |
glUniform1i( samplerLoc, samplerValue ); |
} // for |
} |
glUseProgram(0); |
} // if |
} // if |
} // initSamplersWithDictionary |
//------------------------------------------------------------------------ |
- (void) initUniformsWithDictionary:(NSDictionary *)theUniforms |
{ |
if( theUniforms ) |
{ |
mpShader->mpUniforms = [[NSMutableDictionary alloc] initWithDictionary:theUniforms]; |
if( mpShader->mpUniforms ) |
{ |
glUseProgram(mpShader->mnProgram); |
{ |
GLint uniformLoc = 0; |
NSString *uniformName = nil; |
NSNumber *uniformLocNum = nil; |
NSNumber *uniformTypeNum = nil; |
NSMutableDictionary *uniform = nil; |
for( uniformName in theUniforms ) |
{ |
uniform = [NSMutableDictionary dictionaryWithCapacity:2]; |
uniformTypeNum = [theUniforms objectForKey:uniformName]; |
[uniform setObject:uniformTypeNum |
forKey:kOpenGLUniformTypeKey]; |
uniformLoc = [self uniformLocation:uniformName]; |
uniformLocNum = [NSNumber numberWithInt:uniformLoc]; |
[uniform setObject:uniformLocNum |
forKey:kOpenGLUniformLocKey]; |
[mpShader->mpUniforms setObject:uniform |
forKey:uniformName]; |
} // for |
} |
glUseProgram(0); |
} // if |
} // if |
} // initUniformsWithDictionary |
//--------------------------------------------------------------------------- |
- (void) initUniformSetters |
{ |
mpShader->glSetUniform[kUniformDefault] = &OpenGLSetUniform1f; |
mpShader->glSetUniform[kUniform1i] = &OpenGLSetUniform1i; |
mpShader->glSetUniform[kUniform1f] = &OpenGLSetUniform1f; |
mpShader->glSetUniform[kUniform3fv] = &OpenGLSetUniform3fv; |
mpShader->glSetUniform[kUniformMatrix3fv] = &OpenGLSetUniformMatrix3fv; |
} // initUniformSetters |
//--------------------------------------------------------------------------- |
// |
// Make sure client goes through designated initializer |
// |
//--------------------------------------------------------------------------- |
- (id) initWithShaderSourcesInAppBundle:(NSString *)theShadersName |
validate:(const BOOL)theShaderNeedsValidation |
{ |
[self doesNotRecognizeSelector:_cmd]; |
return nil; |
} // initWithShaderSourcesInAppBundle |
//------------------------------------------------------------------------ |
- (id) initShaderWithSourcesInAppBundle:(NSString *)theShadersName |
validate:(const BOOL)theShaderNeedsValidation |
textures:(NSDictionary *)theTexturesDescription |
uniforms:(NSDictionary *)theUniformsDescription |
{ |
self = [super initWithShaderSourcesInAppBundle:theShadersName |
validate:theShaderNeedsValidation]; |
if( self ) |
{ |
mpShader = (OpenGLShaderDataRef)calloc(1, sizeof(OpenGLShaderData)); |
if( mpShader != NULL ) |
{ |
// Cache the shader's program object |
mpShader->mnProgram = [self programObject]; |
// Initialize setter function pointer array for uniforms |
[self initUniformSetters]; |
// Initialize samplers & mpShader->mpUniforms dictionaries |
[self initTexturesWithDictionary:theTexturesDescription]; |
[self initUniformsWithDictionary:theUniformsDescription]; |
} // if |
} // if |
return self; |
} // initShaderWithSourcesInAppBundle |
//------------------------------------------------------------------------ |
- (id) initShaderWithSourcesInAppBundle:(NSString *)theShadersName |
validate:(const BOOL)theShaderNeedsValidation |
uniforms:(NSDictionary *)theUniformsDescription |
{ |
self = [super initWithShaderSourcesInAppBundle:theShadersName |
validate:theShaderNeedsValidation]; |
if( self ) |
{ |
mpShader = (OpenGLShaderDataRef)calloc(1, sizeof(OpenGLShaderData)); |
if( mpShader != NULL ) |
{ |
// Cache the shader's program object |
mpShader->mnProgram = [self programObject]; |
// Initialize setter function pointer array for uniforms |
[self initUniformSetters]; |
// Initialize mpShader->mpUniforms dictionary |
[self initUniformsWithDictionary:theUniformsDescription]; |
} // if |
} // if |
return self; |
} // initShaderWithSourcesInAppBundle |
//------------------------------------------------------------------------ |
- (id) initShaderWithSourcesInAppBundle:(NSString *)theShadersName |
validate:(const BOOL)theShaderNeedsValidation |
{ |
self = [super initWithShaderSourcesInAppBundle:theShadersName |
validate:theShaderNeedsValidation]; |
if( self ) |
{ |
mpShader = (OpenGLShaderDataRef)calloc(1, sizeof(OpenGLShaderData)); |
if( mpShader != NULL ) |
{ |
// Cache the shader's program object |
mpShader->mnProgram = [self programObject]; |
// Initialize setter function pointer array for uniforms |
[self initUniformSetters]; |
} // if |
} // if |
return self; |
} // initShaderWithSourcesInAppBundle |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Public - Deallocating Resources |
//------------------------------------------------------------------------ |
- (void) cleanUpShader |
{ |
if( mpShader != NULL ) |
{ |
// Sampler dictionary is not needed |
if( mpShader->mpTextures ) |
{ |
[mpShader->mpTextures release]; |
mpShader->mpTextures = nil; |
} // if |
// Uniform dictionary is not needed |
if( mpShader->mpUniforms ) |
{ |
[mpShader->mpUniforms release]; |
mpShader->mpUniforms = nil; |
} // if |
free( mpShader ); |
mpShader = NULL; |
} // if |
} // cleanUpShader |
//------------------------------------------------------------------------ |
- (void) dealloc |
{ |
[self cleanUpShader]; |
[super dealloc]; |
} // dealloc |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Public - Accessors |
//------------------------------------------------------------------------ |
- (void) setTexturesDictionary:(NSDictionary *)theTextures |
{ |
if( theTextures ) |
{ |
NSMutableDictionary *pTextures = [[NSMutableDictionary alloc] initWithDictionary:theTextures]; |
if( pTextures ) |
{ |
[mpShader->mpTextures release]; |
mpShader->mpTextures = pTextures; |
} // if |
} // if |
} // setTexturesDictionary |
//------------------------------------------------------------------------ |
- (NSMutableDictionary *) textures |
{ |
return( [[[NSMutableDictionary alloc] initWithDictionary:mpShader->mpTextures] autorelease] ); |
} // textures |
//------------------------------------------------------------------------ |
- (void) setUniformsDictionary:(NSDictionary *)theUniforms |
{ |
if( theUniforms ) |
{ |
NSMutableDictionary *pUniforms = [[NSMutableDictionary alloc] initWithDictionary:theUniforms]; |
if( pUniforms ) |
{ |
[mpShader->mpUniforms release]; |
mpShader->mpUniforms = pUniforms; |
} // if |
} // if |
} // setUniformsDictionary |
//------------------------------------------------------------------------ |
- (NSMutableDictionary *) uniforms |
{ |
return( [[[NSMutableDictionary alloc] initWithDictionary:mpShader->mpUniforms] autorelease] ); |
} // uniforms |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Public - Setting Uniforms |
//--------------------------------------------------------------------------- |
- (void) setUniformWithIntegers:(NSString *)theUniformName |
scalar:(const GLint)theUniformScalar |
{ |
NSMutableDictionary *uniformDict = [mpShader->mpUniforms objectForKey:theUniformName]; |
[uniformDict setObject:[NSNumber numberWithInt:theUniformScalar] |
forKey:kOpenGLUniformValueKey]; |
} // setUniformWithIntegers |
//--------------------------------------------------------------------------- |
- (void) setUniformWithFloats:(NSString *)theUniformName |
scalar:(const GLfloat)theUniformScalar |
{ |
NSMutableDictionary *uniformDict = [mpShader->mpUniforms objectForKey:theUniformName]; |
[uniformDict setObject:[NSNumber numberWithFloat:theUniformScalar] |
forKey:kOpenGLUniformValueKey]; |
} // setUniformWithFloats |
//------------------------------------------------------------------------ |
- (void) setUniformWithFloatVectors3:(NSString *)theUniformName |
vectors:(const GLfloat *)theUniformVectors |
count:(const GLuint)theUniformCount |
{ |
NSMutableDictionary *uniformDict = [mpShader->mpUniforms objectForKey:theUniformName]; |
if( theUniformCount > 0 ) |
{ |
NSUInteger uniformLength = k3Vector * theUniformCount * kSizeOfGLfloat; |
NSData *uniformValues = [NSData dataWithBytes:theUniformVectors |
length:uniformLength]; |
[uniformDict setObject:uniformValues |
forKey:kOpenGLUniformValueKey]; |
NSNumber *uniformCountNum = [NSNumber numberWithInt:theUniformCount]; |
[uniformDict setObject:uniformCountNum |
forKey:kOpenGLUniformCountKey]; |
} // if |
} // setUniformWithFloatVectors3 |
//------------------------------------------------------------------------ |
- (void) setUniformWithFloatMatrices3x3:(NSString *)theUniformName |
tanspose:(const GLboolean)theTransposeFlag |
matrices:(const GLfloat *)theUniformMatrices |
count:(const GLuint)theUniformCount |
{ |
NSMutableDictionary *uniformDict = [mpShader->mpUniforms objectForKey:theUniformName]; |
if( theUniformCount > 0 ) |
{ |
NSUInteger uniformLength = k3x3Matrix * k3x3Matrix * theUniformCount * kSizeOfGLfloat; |
NSData *uniformValues = [NSData dataWithBytes:theUniformMatrices |
length:uniformLength]; |
[uniformDict setObject:uniformValues |
forKey:kOpenGLUniformValueKey]; |
NSNumber *uniformTranspose = [NSNumber numberWithBool:theTransposeFlag]; |
[uniformDict setObject:uniformTranspose |
forKey:kOpenGLUniformTransposeKey]; |
NSNumber *uniformCountNum = [NSNumber numberWithInt:theUniformCount]; |
[uniformDict setObject:uniformCountNum |
forKey:kOpenGLUniformCountKey]; |
} // if |
} // setUniformWithFloatMatrices3x3 |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Public - Generic 2D/3D draw |
//------------------------------------------------------------------------ |
// |
// A generic method to draw a 2D/3D object. Once subclassed, one must |
// override this method, so that a particular shader unit is bound to |
// an actual 2D/3D object. |
// |
//------------------------------------------------------------------------ |
- (BOOL) draw |
{ |
return YES; |
} // draw |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Public - Shader Utilities |
//------------------------------------------------------------------------ |
- (void) bindUniforms |
{ |
glUseProgram(mpShader->mnProgram); |
{ |
OpenGLUniformTypes uniformType = 0; |
NSNumber *uniformTypeNum = nil; |
NSDictionary *uniform = nil; |
NSString *uniformKey = nil; |
for( uniformKey in mpShader->mpUniforms ) |
{ |
uniform = [mpShader->mpUniforms objectForKey:uniformKey]; |
uniformTypeNum = [uniform objectForKey:kOpenGLUniformTypeKey]; |
uniformType = [uniformTypeNum intValue]; |
mpShader->glSetUniform[uniformType](uniform); |
} // for |
} |
glUseProgram(0); |
} // bindUniforms |
//------------------------------------------------------------------------ |
#pragma mark - |
#pragma mark Public - Shader Execution |
//------------------------------------------------------------------------ |
- (void) execute |
{ |
glUseProgram(mpShader->mnProgram); |
{ |
OpenGLUniformTypes uniformType = 0; |
OpenGLTexture *texture = nil; |
NSNumber *uniformTypeNum = nil; |
NSDictionary *uniformDesc = nil; |
NSDictionary *textureDesc = nil; |
NSString *uniformKey = nil; |
NSString *textureKey = nil; |
for( uniformKey in mpShader->mpUniforms ) |
{ |
uniformDesc = [mpShader->mpUniforms objectForKey:uniformKey]; |
uniformTypeNum = [uniformDesc objectForKey:kOpenGLUniformTypeKey]; |
uniformType = [uniformTypeNum intValue]; |
mpShader->glSetUniform[uniformType](uniformDesc); |
} // for |
for( textureKey in mpShader->mpTextures ) |
{ |
textureDesc = [mpShader->mpTextures objectForKey:textureKey]; |
texture = [textureDesc objectForKey:kOpenGLUniformTextureKey]; |
[texture bind]; |
} // for |
glActiveTexture( GL_TEXTURE0 ); |
[self draw]; |
} |
glUseProgram(0); |
} // execute |
//------------------------------------------------------------------------ |
@end |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
Copyright © 2013 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2013-01-02