Scene Kit Session WWDC 2013/Sources/Slides/ASCSlideDelegateRendering.m
/* |
File: ASCSlideDelegateRendering.m |
Abstract: Explains what scene delegate rendering is and shows an example. |
Version: 1.1 |
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*/ |
#import "ASCPresentationViewController.h" |
#import "ASCSlideTextManager.h" |
#import "ASCSlide.h" |
#import "Utils.h" |
#import "GLUtils.h" |
// OpenGL attribute locations |
NS_ENUM(GLuint, ASCAttrib) { |
ASC_QUAD_ATTRIB_POS, |
ASC_QUAD_ATTRIB_UV |
}; |
// A structure used to represent a vertex |
typedef struct { |
GLfloat position[4]; // position |
GLfloat uv0[3]; // texture coordinates + vertex index (stored in the last component) |
} ASCVertexUV; |
@interface ASCSlideDelegateRendering : ASCSlide <SCNSceneRendererDelegate> |
@end |
@implementation ASCSlideDelegateRendering { |
// OpenGL-related ivars |
GLuint _quadVAO; |
GLuint _quadVBO; |
GLuint _program; |
GLuint _timeLocation; |
GLuint _factorLocation; |
GLuint _resolutionLocation; |
// Other ivars |
GLfloat _fadeFactor; |
GLfloat _fadeFactorDelta; |
CFAbsoluteTime _startTime; |
CGSize _viewport; |
} |
- (NSUInteger)numberOfSteps { |
return 3; |
} |
- (void)setupSlideWithPresentationViewController:(ASCPresentationViewController *)presentationViewController { |
// Set the slide's title and subtitle and add some text |
self.textManager.title = @"Extending Scene Kit with OpenGL"; |
self.textManager.subtitle = @"Scene delegate rendering"; |
[self.textManager addBullet:@"Custom GL code, free of constraints" atLevel:0]; |
[self.textManager addBullet:@"Before and/or after scene rendering" atLevel:0]; |
[self.textManager addBullet:@"Works with SCNView, SCNLayer and SCNRenderer" atLevel:0]; |
// Create a VBO to render a quad |
[self createQuadGeometryInContext:presentationViewController.view.openGLContext]; |
// Create the program and retrieve the uniform locations |
ASCAttribLocation attrib[] = { |
{ASC_QUAD_ATTRIB_POS, "position"}, |
{ASC_QUAD_ATTRIB_UV, "texcoord0"}, |
{0, 0} |
}; |
_program = ASCCreateProgramWithNameAndAttributeLocations(@"SceneDelegate", attrib); |
_timeLocation = glGetUniformLocation(_program, "time"); |
_factorLocation = glGetUniformLocation(_program, "factor"); |
_resolutionLocation = glGetUniformLocation( _program, "resolution"); |
// Initialize time and cache the viewport |
NSSize frameSize = [presentationViewController.view convertSizeToBacking:presentationViewController.view.frame.size]; |
_viewport = NSSizeToCGSize(frameSize); |
_startTime = CFAbsoluteTimeGetCurrent(); |
} |
- (void)presentStepIndex:(NSUInteger)index withPresentionViewController:(ASCPresentationViewController *)presentationViewController { |
switch (index) { |
case 1: |
_fadeFactor = 0; // tunnel is not visible |
_fadeFactorDelta = 0.05; // fade in |
// Set self as the scene renderer's delegate and make the view redraw for ever |
presentationViewController.view.delegate = self; |
presentationViewController.view.playing = YES; |
presentationViewController.view.loops = YES; |
break; |
case 2: |
_fadeFactorDelta *= -1; // fade out |
break; |
} |
} |
- (void)willOrderOutWithPresentionViewController:(ASCPresentationViewController *)presentationViewController { |
presentationViewController.view.delegate = nil; |
presentationViewController.view.playing = NO; |
} |
// Create a VBO used to render a quad |
- (void)createQuadGeometryInContext:(NSOpenGLContext *)context { |
[context makeCurrentContext]; |
glGenVertexArraysAPPLE(1, &_quadVAO); |
glBindVertexArrayAPPLE(_quadVAO); |
glGenBuffers(1, &_quadVBO); |
glBindBuffer(GL_ARRAY_BUFFER, _quadVBO); |
ASCVertexUV vertices[] = { |
{{-1.f, 1.f, 0.f, 1.f}, {0.f, 1.f, 0.f}}, // TL |
{{ 1.f, 1.f, 0.f, 1.f}, {1.f, 1.f, 1.f}}, // TR |
{{-1.f,-1.f, 0.f, 1.f}, {0.f, 0.f, 2.f}}, // BL |
{{-1.f,-1.f, 0.f, 1.f}, {0.f, 0.f, 2.f}}, // BL |
{{ 1.f, 1.f, 0.f, 1.f}, {1.f, 1.f, 1.f}}, // TR |
{{ 1.f,-1.f, 0.f, 1.f}, {1.f, 0.f, 3.f}}, // BR |
}; |
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
glVertexAttribPointer(ASC_QUAD_ATTRIB_POS, 4, GL_FLOAT, GL_FALSE, sizeof(ASCVertexUV), (void *)offsetof(ASCVertexUV, position)); |
glEnableVertexAttribArray(ASC_QUAD_ATTRIB_POS); |
glVertexAttribPointer(ASC_QUAD_ATTRIB_UV, 3, GL_FLOAT, GL_TRUE, sizeof(ASCVertexUV), (void *)offsetof(ASCVertexUV, uv0)); |
glEnableVertexAttribArray(ASC_QUAD_ATTRIB_UV); |
glBindVertexArrayAPPLE(0); |
} |
// Invoked by Scene Kit before rendering the scene. When this is invoked, Scene Kit has already installed the viewport and cleared the background. |
- (void)renderer:(id <SCNSceneRenderer>)aRenderer willRenderScene:(SCNScene *)scene atTime:(NSTimeInterval)time { |
// Disable what Scene Kit enables by default (and restore upon leaving) |
glDisable(GL_CULL_FACE); |
glDisable(GL_DEPTH_TEST); |
// Draw the procedural background |
glBindVertexArrayAPPLE(_quadVAO); |
glUseProgram(_program); |
glUniform1f(_timeLocation, CFAbsoluteTimeGetCurrent() - _startTime); |
glUniform1f(_factorLocation, _fadeFactor); |
glUniform2f(_resolutionLocation, _viewport.width, _viewport.height); |
glDrawArrays(GL_TRIANGLES, 0, 6); |
glBindVertexArrayAPPLE(0); |
// Restore Scene Kit default states |
glEnable(GL_DEPTH_TEST); |
// Update the fade factor |
_fadeFactor = MAX(0, MIN(1, _fadeFactor + _fadeFactorDelta)); |
} |
@end |
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