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| Line | Revision | Contents |
| 1 | 20 | // |
| 2 | // ES2Shader.m |
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| 3 | // |
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| 4 | // Created by döme on 08.08.2009. |
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| 5 | // |
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| 6 | ||
| 7 | 54 | /* |
| 8 | * Copyright (c) 2009 Doemoetoer Gulyas. |
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| 9 | * All rights reserved. |
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| 10 | * |
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| 11 | * Redistribution and use in source and binary forms, with or without |
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| 12 | * modification, are permitted provided that the following conditions |
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| 13 | * are met: |
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| 14 | * 1. Redistributions of source code must retain the above copyright |
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| 15 | * notice, this list of conditions and the following disclaimer. |
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| 16 | * 2. Redistributions in binary form must reproduce the above copyright |
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| 17 | * notice, this list of conditions and the following disclaimer in the |
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| 18 | * documentation and/or other materials provided with the distribution. |
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| 19 | * 3. The name of the author may not be used to endorse or promote products |
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| 20 | * derived from this software without specific prior written permission. |
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| 21 | * |
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| 22 | * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR |
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| 23 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES |
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| 24 | * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. |
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| 25 | * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, |
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| 26 | * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT |
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| 27 | * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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| 28 | * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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| 29 | * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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| 30 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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| 31 | * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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| 32 | */ |
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| 33 | ||
| 34 | 20 | #import "ES2Shader.h" |
| 35 | ||
| 36 | #import <OpenGLES/ES2/gl.h> |
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| 37 | ||
| 38 | @implementation ES2Shader |
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| 39 | ||
| 40 | - (id) initWithVertexShaderString: (NSString*) vs fragmentShaderString: (NSString*) fs |
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| 41 | { |
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| 42 | if (!(self = [super init])) |
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| 43 | return nil; |
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| 44 | |
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| 45 | const char* vsString = [vs UTF8String]; |
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| 46 | const char* fsString = [fs UTF8String]; |
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| 47 | ||
| 48 | vsShader = glCreateShader(GL_VERTEX_SHADER); |
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| 49 | fsShader = glCreateShader(GL_FRAGMENT_SHADER); |
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| 50 | ||
| 51 | assert(vsShader); |
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| 52 | assert(fsShader); |
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| 53 | ||
| 54 | glShaderSource(vsShader, 1, &vsString, NULL); |
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| 55 | glShaderSource(fsShader, 1, &fsString, NULL); |
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| 56 | |
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| 57 | glCompileShader(vsShader); |
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| 58 | |
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| 59 | { |
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| 60 | GLint vsStatus = 0; |
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| 61 | |
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| 62 | glGetShaderiv(vsShader, GL_COMPILE_STATUS, &vsStatus); |
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| 63 | |
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| 64 | if (!vsStatus) |
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| 65 | { |
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| 66 | GLint logLength = 0; |
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| 67 | glGetShaderiv(vsShader, GL_INFO_LOG_LENGTH, &logLength); |
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| 68 | |
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| 69 | char* infoLog = calloc(1, logLength); |
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| 70 | glGetShaderInfoLog(vsShader, logLength, NULL, infoLog); |
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| 71 | ||
| 72 | NSLog(@"Vertex shader compilation failed: %s", infoLog); |
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| 73 | } |
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| 74 | } |
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| 75 | glCompileShader(fsShader); |
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| 76 | |
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| 77 | { |
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| 78 | GLint fsStatus = 0; |
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| 79 | |
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| 80 | glGetShaderiv(fsShader, GL_COMPILE_STATUS, &fsStatus); |
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| 81 | |
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| 82 | if (!fsStatus) |
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| 83 | { |
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| 84 | GLint logLength = 0; |
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| 85 | glGetShaderiv(fsShader, GL_INFO_LOG_LENGTH, &logLength); |
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| 86 | |
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| 87 | char* infoLog = calloc(1, logLength); |
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| 88 | glGetShaderInfoLog(fsShader, logLength, NULL, infoLog); |
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| 89 | ||
| 90 | NSLog(@"Fragment shader compilation failed: %s", infoLog); |
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| 91 | } |
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| 92 | } |
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| 93 | programObj = glCreateProgram(); |
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| 94 | |
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| 95 | assert(programObj); |
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| 96 | ||
| 97 | glAttachShader(programObj, fsShader); |
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| 98 | glAttachShader(programObj, vsShader); |
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| 99 | ||
| 100 | glBindAttribLocation(programObj, POSITION_ATTRIB_INDEX, "position"); |
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| 101 | glBindAttribLocation(programObj, NORMAL_ATTRIB_INDEX, "normal"); |
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| 102 | glBindAttribLocation(programObj, TEXCOORD_ATTRIB_INDEX, "texcoord"); |
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| 103 | ||
| 104 | glLinkProgram(programObj); |
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| 105 | ||
| 106 | GLint linkStatus = 0; |
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| 107 | glGetProgramiv(programObj, GL_LINK_STATUS, &linkStatus); |
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| 108 | ||
| 109 | if (!linkStatus) |
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| 110 | { |
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| 111 | GLint logLength = 0; |
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| 112 | glGetProgramiv(programObj, GL_INFO_LOG_LENGTH, &logLength); |
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| 113 | |
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| 114 | char* infoLog = calloc(1, logLength); |
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| 115 | glGetProgramInfoLog(programObj, logLength, NULL, infoLog); |
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| 116 | ||
| 117 | NSLog(@"Shader linking failed: %s", infoLog); |
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| 118 | } |
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| 119 | ||
| 120 | sampler0loc = glGetUniformLocation(programObj, "tex0"); |
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| 121 | glUniform1i(sampler0loc, 0); |
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| 122 | ||
| 123 | return self; |
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| 124 | } |
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| 125 | ||
| 126 | - (id) initWithVertexShaderFile: (NSString*) vs fragmentShaderFile: (NSString*) fs |
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| 127 | { |
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| 128 | if (!(self = [super init])) |
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| 129 | return nil; |
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| 130 | |
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| 131 | NSData* vsData = [NSData dataWithContentsOfFile: [[NSBundle mainBundle] pathForResource: vs ofType: nil]]; |
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| 132 | NSData* fsData = [NSData dataWithContentsOfFile: [[NSBundle mainBundle] pathForResource: fs ofType: nil]]; |
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| 133 | ||
| 134 | vsShader = glCreateShader(GL_VERTEX_SHADER); |
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| 135 | fsShader = glCreateShader(GL_FRAGMENT_SHADER); |
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| 136 | ||
| 137 | assert(vsShader); |
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| 138 | assert(fsShader); |
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| 139 | ||
| 140 | GLint lvs = [vsData length]; |
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| 141 | GLint lfs = [fsData length]; |
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| 142 | |
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| 143 | const char* vsString = [vsData bytes]; |
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| 144 | const char* fsString = [fsData bytes]; |
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| 145 | ||
| 146 | glShaderSource(vsShader, 1, &vsString, &lvs); |
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| 147 | glShaderSource(fsShader, 1, &fsString, &lfs); |
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| 148 | |
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| 149 | glCompileShader(vsShader); |
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| 150 | |
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| 151 | { |
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| 152 | GLint vsStatus = 0; |
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| 153 | |
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| 154 | glGetShaderiv(vsShader, GL_COMPILE_STATUS, &vsStatus); |
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| 155 | |
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| 156 | if (!vsStatus) |
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| 157 | { |
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| 158 | GLint logLength = 0; |
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| 159 | glGetShaderiv(vsShader, GL_INFO_LOG_LENGTH, &logLength); |
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| 160 | |
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| 161 | char* infoLog = calloc(1, logLength); |
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| 162 | glGetShaderInfoLog(vsShader, logLength, NULL, infoLog); |
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| 163 | ||
| 164 | NSLog(@"Vertex shader compilation failed: %s", infoLog); |
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| 165 | } |
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| 166 | } |
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| 167 | glCompileShader(fsShader); |
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| 168 | |
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| 169 | { |
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| 170 | GLint fsStatus = 0; |
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| 171 | |
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| 172 | glGetShaderiv(fsShader, GL_COMPILE_STATUS, &fsStatus); |
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| 173 | |
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| 174 | if (!fsStatus) |
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| 175 | { |
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| 176 | GLint logLength = 0; |
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| 177 | glGetShaderiv(fsShader, GL_INFO_LOG_LENGTH, &logLength); |
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| 178 | |
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| 179 | char* infoLog = calloc(1, logLength); |
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| 180 | glGetShaderInfoLog(fsShader, logLength, NULL, infoLog); |
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| 181 | ||
| 182 | NSLog(@"Fragment shader compilation failed: %s", infoLog); |
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| 183 | } |
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| 184 | } |
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| 185 | programObj = glCreateProgram(); |
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| 186 | |
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| 187 | assert(programObj); |
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| 188 | ||
| 189 | glAttachShader(programObj, fsShader); |
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| 190 | glAttachShader(programObj, vsShader); |
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| 191 | ||
| 192 | glBindAttribLocation(programObj, POSITION_ATTRIB_INDEX, "position"); |
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| 193 | glBindAttribLocation(programObj, NORMAL_ATTRIB_INDEX, "normal"); |
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| 194 | glBindAttribLocation(programObj, TEXCOORD_ATTRIB_INDEX, "texcoord"); |
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| 195 | ||
| 196 | glLinkProgram(programObj); |
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| 197 | ||
| 198 | GLint linkStatus = 0; |
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| 199 | glGetProgramiv(programObj, GL_LINK_STATUS, &linkStatus); |
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| 200 | ||
| 201 | if (!linkStatus) |
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| 202 | { |
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| 203 | GLint logLength = 0; |
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| 204 | glGetProgramiv(programObj, GL_INFO_LOG_LENGTH, &logLength); |
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| 205 | |
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| 206 | char* infoLog = calloc(1, logLength); |
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| 207 | glGetProgramInfoLog(programObj, logLength, NULL, infoLog); |
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| 208 | ||
| 209 | NSLog(@"Shader linking failed: %s", infoLog); |
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| 210 | } |
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| 211 | ||
| 212 | sampler0loc = glGetUniformLocation(programObj, "tex0"); |
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| 213 | glUniform1i(sampler0loc, 0); |
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| 214 | ||
| 215 | return self; |
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| 216 | } |
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| 217 | ||
| 218 | - (void) dealloc |
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| 219 | { |
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| 220 | glDeleteProgram(programObj); |
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| 221 | glDeleteShader(fsShader); |
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| 222 | glDeleteShader(vsShader); |
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| 223 | ||
| 224 | [super dealloc]; |
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| 225 | } |
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| 226 | ||
| 227 | - (void) bindShader |
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| 228 | { |
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| 229 | glUseProgram(programObj); |
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| 230 | } |
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| 231 | ||
| 232 | - (void) setModelviewMatrix: (m16*) m |
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| 233 | { |
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| 234 | m16 nm = mtranspose(minverse(*m)); |
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| 235 | if (!modelviewMatrixLoc) |
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| 236 | modelviewMatrixLoc = glGetUniformLocation(programObj, "modelviewMatrix"); |
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| 237 | if (!normalMatrixLoc) |
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| 238 | normalMatrixLoc = glGetUniformLocation(programObj, "normalMatrix"); |
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| 239 | |
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| 240 | glUniformMatrix4fv(modelviewMatrixLoc, 1, GL_FALSE, m->a); |
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| 241 | glUniformMatrix4fv(normalMatrixLoc, 1, GL_FALSE, nm.a); |
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| 242 | } |
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| 243 | ||
| 244 | - (void) setProjectionMatrix: (m16*) m |
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| 245 | { |
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| 246 | if (!projectionMatrixLoc) |
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| 247 | projectionMatrixLoc = glGetUniformLocation(programObj, "projectionMatrix"); |
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| 248 | glUniformMatrix4fv(projectionMatrixLoc, 1, GL_FALSE, m->a); |
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| 249 | } |
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| 250 | - (void) setTextureMatrix: (m16*) m |
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| 251 | { |
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| 252 | if (!textureMatrixLoc) |
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| 253 | textureMatrixLoc = glGetUniformLocation(programObj, "textureMatrix"); |
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| 254 | glUniformMatrix4fv(textureMatrixLoc, 1, GL_FALSE, m->a); |
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| 255 | } |
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| 256 | ||
| 257 | 23 | - (void) setColorRed: (float) r green: (float) g blue: (float) b alpha: (float) a |
| 258 | { |
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| 259 | if (!colorLoc) |
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| 260 | colorLoc = glGetUniformLocation(programObj, "color"); |
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| 261 | glUniform4f(colorLoc, r, g, b, a); |
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| 262 | } |
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| 263 | 20 | |
| 264 | ||
| 265 | @end |
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| 266 |
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