2014-02-07 02:58:27 +00:00
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//
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2014-03-06 03:26:47 +00:00
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// EmulatorViewController.m
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2014-02-07 02:58:27 +00:00
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// emulator
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//
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2014-03-06 03:26:47 +00:00
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// Created by Karen Tsai (angelXwind) on 2014/3/5.
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// Copyright (c) 2014 Karen Tsai (angelXwind). All rights reserved.
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2014-02-07 02:58:27 +00:00
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//
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2014-03-06 03:26:47 +00:00
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#import "EmulatorViewController.h"
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2014-02-07 02:58:27 +00:00
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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// Uniform index.
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enum
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{
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UNIFORM_MODELVIEWPROJECTION_MATRIX,
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UNIFORM_NORMAL_MATRIX,
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NUM_UNIFORMS
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};
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GLint uniforms[NUM_UNIFORMS];
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// Attribute index.
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enum
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{
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ATTRIB_VERTEX,
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ATTRIB_NORMAL,
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NUM_ATTRIBUTES
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};
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GLfloat gCubeVertexData[216] =
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{
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// Data layout for each line below is:
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// positionX, positionY, positionZ, normalX, normalY, normalZ,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
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};
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@interface ViewController () {
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GLuint _program;
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GLKMatrix4 _modelViewProjectionMatrix;
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GLKMatrix3 _normalMatrix;
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float _rotation;
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GLuint _vertexArray;
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GLuint _vertexBuffer;
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}
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@property (strong, nonatomic) EAGLContext *context;
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@property (strong, nonatomic) GLKBaseEffect *effect;
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- (void)setupGL;
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- (void)tearDownGL;
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- (BOOL)loadShaders;
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
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- (BOOL)linkProgram:(GLuint)prog;
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- (BOOL)validateProgram:(GLuint)prog;
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@end
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@implementation ViewController
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- (void)viewDidLoad
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{
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[super viewDidLoad];
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self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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if (!self.context) {
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NSLog(@"Failed to create ES context");
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}
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GLKView *view = (GLKView *)self.view;
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view.context = self.context;
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view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
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[self setupGL];
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}
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- (void)dealloc
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{
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[self tearDownGL];
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if ([EAGLContext currentContext] == self.context) {
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[EAGLContext setCurrentContext:nil];
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}
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}
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- (void)didReceiveMemoryWarning
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{
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[super didReceiveMemoryWarning];
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if ([self isViewLoaded] && ([[self view] window] == nil)) {
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self.view = nil;
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[self tearDownGL];
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if ([EAGLContext currentContext] == self.context) {
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[EAGLContext setCurrentContext:nil];
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}
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self.context = nil;
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}
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// Dispose of any resources that can be recreated.
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}
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- (void)setupGL
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{
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[EAGLContext setCurrentContext:self.context];
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[self loadShaders];
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self.effect = [[GLKBaseEffect alloc] init];
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self.effect.light0.enabled = GL_TRUE;
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self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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}
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- (void)tearDownGL
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{
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[EAGLContext setCurrentContext:self.context];
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glDeleteBuffers(1, &_vertexBuffer);
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glDeleteVertexArraysOES(1, &_vertexArray);
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self.effect = nil;
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if (_program) {
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glDeleteProgram(_program);
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_program = 0;
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}
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}
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#pragma mark - GLKView and GLKViewController delegate methods
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- (void)update
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{
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float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
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GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
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self.effect.transform.projectionMatrix = projectionMatrix;
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GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
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baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
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// Compute the model view matrix for the object rendered with GLKit
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GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
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modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
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modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
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self.effect.transform.modelviewMatrix = modelViewMatrix;
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// Compute the model view matrix for the object rendered with ES2
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modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
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modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
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modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
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_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
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_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
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_rotation += self.timeSinceLastUpdate * 0.5f;
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}
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
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{
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glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindVertexArrayOES(_vertexArray);
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// Render the object with GLKit
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[self.effect prepareToDraw];
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Render the object again with ES2
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glUseProgram(_program);
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glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
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glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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#pragma mark - OpenGL ES 2 shader compilation
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- (BOOL)loadShaders
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{
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GLuint vertShader, fragShader;
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NSString *vertShaderPathname, *fragShaderPathname;
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// Create shader program.
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_program = glCreateProgram();
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// Create and compile vertex shader.
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vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
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if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
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NSLog(@"Failed to compile vertex shader");
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return NO;
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}
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// Create and compile fragment shader.
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fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
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if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
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NSLog(@"Failed to compile fragment shader");
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return NO;
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}
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// Attach vertex shader to program.
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glAttachShader(_program, vertShader);
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// Attach fragment shader to program.
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glAttachShader(_program, fragShader);
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// Bind attribute locations.
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// This needs to be done prior to linking.
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glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
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glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
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// Link program.
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if (![self linkProgram:_program]) {
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NSLog(@"Failed to link program: %d", _program);
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if (vertShader) {
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glDeleteShader(vertShader);
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vertShader = 0;
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}
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if (fragShader) {
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glDeleteShader(fragShader);
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fragShader = 0;
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}
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if (_program) {
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glDeleteProgram(_program);
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_program = 0;
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}
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return NO;
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}
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// Get uniform locations.
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uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
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uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
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// Release vertex and fragment shaders.
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if (vertShader) {
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glDetachShader(_program, vertShader);
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glDeleteShader(vertShader);
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}
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if (fragShader) {
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glDetachShader(_program, fragShader);
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glDeleteShader(fragShader);
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}
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return YES;
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}
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
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{
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GLint status;
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const GLchar *source;
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source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
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if (!source) {
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NSLog(@"Failed to load vertex shader");
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return NO;
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}
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*shader = glCreateShader(type);
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glShaderSource(*shader, 1, &source, NULL);
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glCompileShader(*shader);
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#if defined(DEBUG)
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GLint logLength;
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glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc(logLength);
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glGetShaderInfoLog(*shader, logLength, &logLength, log);
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NSLog(@"Shader compile log:\n%s", log);
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free(log);
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}
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#endif
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
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if (status == 0) {
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glDeleteShader(*shader);
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return NO;
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}
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return YES;
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}
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- (BOOL)linkProgram:(GLuint)prog
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{
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GLint status;
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glLinkProgram(prog);
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#if defined(DEBUG)
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GLint logLength;
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc(logLength);
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glGetProgramInfoLog(prog, logLength, &logLength, log);
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NSLog(@"Program link log:\n%s", log);
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free(log);
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}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glGetProgramiv(prog, GL_LINK_STATUS, &status);
|
|
|
|
if (status == 0) {
|
|
|
|
return NO;
|
|
|
|
}
|
|
|
|
|
|
|
|
return YES;
|
|
|
|
}
|
|
|
|
|
|
|
|
- (BOOL)validateProgram:(GLuint)prog
|
|
|
|
{
|
|
|
|
GLint logLength, status;
|
|
|
|
|
|
|
|
glValidateProgram(prog);
|
|
|
|
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
|
|
|
|
if (logLength > 0) {
|
|
|
|
GLchar *log = (GLchar *)malloc(logLength);
|
|
|
|
glGetProgramInfoLog(prog, logLength, &logLength, log);
|
|
|
|
NSLog(@"Program validate log:\n%s", log);
|
|
|
|
free(log);
|
|
|
|
}
|
|
|
|
|
|
|
|
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
|
|
|
|
if (status == 0) {
|
|
|
|
return NO;
|
|
|
|
}
|
|
|
|
|
|
|
|
return YES;
|
|
|
|
}
|
|
|
|
|
|
|
|
@end
|