Classes/ES1Renderer.m

/*
 
 File: ES1Renderer.m
 
 Abstract: The ES1Renderer class creates an OpenGL ES 1.1 context and draws 
 using OpenGL ES 1.1 functions.
 
 Version: 1.0
 
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*/
 
#import "ES1Renderer.h"
 
@implementation ES1Renderer
 
// Create an ES 1.1 context
- (id <ESRenderer>) init
{
    if (self = [super init])
    {
        context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
        
        if (!context || ![EAGLContext setCurrentContext:context])
        {
            [self release];
            return nil;
        }
        
        // Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
        glGenFramebuffersOES(1, &defaultFramebuffer);
        glGenRenderbuffersOES(1, &colorRenderbuffer);
        glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
        glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
        glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
    }
    
    return self;
}
 
- (void) render {
    
    // Replace the implementation of this method to do your own custom drawing
    
    const GLfloat squareVertices[] = {
        -0.5f, -0.5f,
        0.5f,  -0.5f,
        -0.5f,  0.5f,
        0.5f,   0.5f,
    };
    const GLubyte squareColors[] = {
        255, 255,   0, 255,
        0,   255, 255, 255,
        0,     0,   0,   0,
        255,   0, 255, 255,
    };
    
    [EAGLContext setCurrentContext:context];
    
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
    glViewport(0, 0, backingWidth, backingHeight);
    
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f);
    glMatrixMode(GL_MODELVIEW);
    glRotatef(3.0f, 0.0f, 0.0f, 1.0f);
    
    glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    
    glVertexPointer(2, GL_FLOAT, 0, squareVertices);
    glEnableClientState(GL_VERTEX_ARRAY);
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors);
    glEnableClientState(GL_COLOR_ARRAY);
    
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
 
- (BOOL) resizeFromLayer:(CAEAGLLayer *)layer
{   
    // Allocate color buffer backing based on the current layer size
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
    [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer];
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
    
    if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
    {
        NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
        return NO;
    }
    
    return YES;
}
 
- (void) dealloc
{
    // Tear down GL
    if (defaultFramebuffer)
    {
        glDeleteFramebuffersOES(1, &defaultFramebuffer);
        defaultFramebuffer = 0;
    }
    
    if (colorRenderbuffer)
    {
        glDeleteRenderbuffersOES(1, &colorRenderbuffer);
        colorRenderbuffer = 0;
    }
    
    // Tear down context
    if ([EAGLContext currentContext] == context)
        [EAGLContext setCurrentContext:nil];
    
    [context release];
    context = nil;
    
    [super dealloc];
}
 
@end