Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
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 |
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