Classes/ES2Renderer.m

/*
 
 File: ES2Renderer.m
 
 Abstract: The ES2Renderer class creates an OpenGL ES 2.0 context and draws 
 using OpenGL ES 2.0 shaders.
 
 Version: 1.0
 
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*/
 
#import "ES2Renderer.h"
#import "Shaders.h"
#include "matrix.h"
 
// uniform index
enum {
    UNIFORM_MODELVIEW_PROJECTION_MATRIX,
    NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
 
// attribute index
enum {
    ATTRIB_VERTEX,
    ATTRIB_COLOR,
    NUM_ATTRIBUTES
};
 
@interface ES2Renderer (PrivateMethods)
- (BOOL) loadShaders;
@end
 
@implementation ES2Renderer
 
// Create an ES 2.0 context
- (id <ESRenderer>) init
{
    if (self = [super init])
    {
        context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
        
        if (!context || ![EAGLContext setCurrentContext:context] || ![self loadShaders])
        {
            [self release];
            return nil;
        }
        
        // Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
        glGenFramebuffers(1, &defaultFramebuffer);
        glGenRenderbuffers(1, &colorRenderbuffer);
        glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
        glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 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];
    
    glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
    glViewport(0, 0, backingWidth, backingHeight);
    
    glClearColor(0.5f, 0.4f, 0.5f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    
    // use shader program
    glUseProgram(program);
    
    // handle viewing matrices
    GLfloat proj[16], modelview[16], modelviewProj[16];
    // setup projection matrix (orthographic)
    mat4f_LoadOrtho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f, proj);
    // setup modelview matrix (rotate around z)
    mat4f_LoadZRotation(rotz, modelview);
    // projection matrix * modelview matrix
    mat4f_MultiplyMat4f(proj, modelview, modelviewProj);
    rotz += 3.0f * M_PI / 180.0f;
    
    // update uniform values
    glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX], 1, GL_FALSE, modelviewProj);
    
    // update attribute values
    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
    glEnableVertexAttribArray(ATTRIB_VERTEX);
    glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, 1, 0, squareColors); //enable the normalized flag
    glEnableVertexAttribArray(ATTRIB_COLOR);
    
    // Validate program before drawing. This is a good check, but only really necessary in a debug build.
    // DEBUG macro must be defined in your debug configurations if that's not already the case.
#if defined(DEBUG)
    if (![self validateProgram:program])
    {
        NSLog(@"Failed to validate program: %d", program);
        return;
    }
#endif
    
    // draw
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
    glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER];
}
 
- (BOOL)loadShaders {
    
    GLuint vertShader, fragShader;
    NSString *vertShaderPathname, *fragShaderPathname;
    
    // create shader program
    program = glCreateProgram();
    
    // create and compile vertex shader
    vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"template" ofType:@"vsh"];
    if (!compileShader(&vertShader, GL_VERTEX_SHADER, 1, vertShaderPathname)) {
        destroyShaders(vertShader, fragShader, program);
        return NO;
    }
    
    // create and compile fragment shader
    fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"template" ofType:@"fsh"];
    if (!compileShader(&fragShader, GL_FRAGMENT_SHADER, 1, fragShaderPathname)) {
        destroyShaders(vertShader, fragShader, program);
        return NO;
    }
    
    // attach vertex shader to program
    glAttachShader(program, vertShader);
    
    // attach fragment shader to program
    glAttachShader(program, fragShader);
    
    // bind attribute locations
    // this needs to be done prior to linking
    glBindAttribLocation(program, ATTRIB_VERTEX, "position");
    glBindAttribLocation(program, ATTRIB_COLOR, "color");
    
    // link program
    if (!linkProgram(program)) {
        destroyShaders(vertShader, fragShader, program);
        return NO;
    }
    
    // get uniform locations
    uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX] = glGetUniformLocation(program, "modelViewProjectionMatrix");
    
    // release vertex and fragment shaders
    if (vertShader) {
        glDeleteShader(vertShader);
        vertShader = 0;
    }
    if (fragShader) {
        glDeleteShader(fragShader);
        fragShader = 0;
    }
    
    return YES;
}
 
- (BOOL) resizeFromLayer:(CAEAGLLayer *)layer
{
    // Allocate color buffer backing based on the current layer size
    glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
    [context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
    
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
        NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
        return NO;
    }
    
    return YES;
}
 
- (void) dealloc
{
    // tear down GL
    if (defaultFramebuffer)
    {
        glDeleteFramebuffers(1, &defaultFramebuffer);
        defaultFramebuffer = 0;
    }
    
    if (colorRenderbuffer)
    {
        glDeleteRenderbuffers(1, &colorRenderbuffer);
        colorRenderbuffer = 0;
    }
    
    // realease the shader program object
    if (program)
    {
        glDeleteProgram(program);
        program = 0;
    }
    
    // tear down context
    if ([EAGLContext currentContext] == context)
        [EAGLContext setCurrentContext:nil];
    
    [context release];
    context = nil;
    
    [super dealloc];
}
 
@end