bzr branch
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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 | 92 | glBindAttribLocation(programObj, COLOR_ATTRIB_INDEX, "colora"); |
| 103 | 20 | glBindAttribLocation(programObj, TEXCOORD_ATTRIB_INDEX, "texcoord"); |
| 104 | ||
| 105 | glLinkProgram(programObj); |
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| 106 | ||
| 107 | GLint linkStatus = 0; |
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| 108 | glGetProgramiv(programObj, GL_LINK_STATUS, &linkStatus); |
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| 109 | ||
| 110 | if (!linkStatus) |
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| 111 | { |
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| 112 | GLint logLength = 0; |
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| 113 | glGetProgramiv(programObj, GL_INFO_LOG_LENGTH, &logLength); |
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| 114 | |
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| 115 | char* infoLog = calloc(1, logLength); |
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| 116 | glGetProgramInfoLog(programObj, logLength, NULL, infoLog); |
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| 117 | ||
| 118 | NSLog(@"Shader linking failed: %s", infoLog); |
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| 119 | } |
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| 120 | ||
| 121 | 85 | //sampler0loc = glGetUniformLocation(programObj, "tex0"); |
| 122 | //glUniform1i(sampler0loc, 0); |
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| 123 | 20 | |
| 124 | 70 | uniformDict = [[NSMutableDictionary alloc] init]; |
| 125 | ||
| 126 | 20 | return self; |
| 127 | } |
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| 128 | ||
| 129 | - (id) initWithVertexShaderFile: (NSString*) vs fragmentShaderFile: (NSString*) fs |
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| 130 | { |
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| 131 | if (!(self = [super init])) |
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| 132 | return nil; |
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| 133 | 83 | |
| 134 | 85 | assert(GL_NO_ERROR == glGetError()); |
| 135 | ||
| 136 | 94 | vertexShaderName = vs; |
| 137 | fragmentShaderName = fs; |
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| 138 | 20 | |
| 139 | NSData* vsData = [NSData dataWithContentsOfFile: [[NSBundle mainBundle] pathForResource: vs ofType: nil]]; |
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| 140 | NSData* fsData = [NSData dataWithContentsOfFile: [[NSBundle mainBundle] pathForResource: fs ofType: nil]]; |
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| 141 | ||
| 142 | vsShader = glCreateShader(GL_VERTEX_SHADER); |
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| 143 | fsShader = glCreateShader(GL_FRAGMENT_SHADER); |
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| 144 | ||
| 145 | assert(vsShader); |
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| 146 | assert(fsShader); |
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| 147 | ||
| 148 | GLint lvs = [vsData length]; |
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| 149 | GLint lfs = [fsData length]; |
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| 150 | |
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| 151 | const char* vsString = [vsData bytes]; |
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| 152 | const char* fsString = [fsData bytes]; |
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| 153 | ||
| 154 | glShaderSource(vsShader, 1, &vsString, &lvs); |
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| 155 | glShaderSource(fsShader, 1, &fsString, &lfs); |
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| 156 | |
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| 157 | glCompileShader(vsShader); |
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| 158 | |
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| 159 | { |
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| 160 | GLint vsStatus = 0; |
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| 161 | |
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| 162 | glGetShaderiv(vsShader, GL_COMPILE_STATUS, &vsStatus); |
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| 163 | |
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| 164 | if (!vsStatus) |
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| 165 | { |
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| 166 | GLint logLength = 0; |
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| 167 | glGetShaderiv(vsShader, GL_INFO_LOG_LENGTH, &logLength); |
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| 168 | |
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| 169 | char* infoLog = calloc(1, logLength); |
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| 170 | glGetShaderInfoLog(vsShader, logLength, NULL, infoLog); |
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| 171 | ||
| 172 | NSLog(@"Vertex shader compilation failed: %s", infoLog); |
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| 173 | } |
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| 174 | } |
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| 175 | glCompileShader(fsShader); |
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| 176 | |
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| 177 | { |
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| 178 | GLint fsStatus = 0; |
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| 179 | |
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| 180 | glGetShaderiv(fsShader, GL_COMPILE_STATUS, &fsStatus); |
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| 181 | |
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| 182 | 85 | if (GL_FALSE == fsStatus) |
| 183 | 20 | { |
| 184 | GLint logLength = 0; |
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| 185 | glGetShaderiv(fsShader, GL_INFO_LOG_LENGTH, &logLength); |
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| 186 | |
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| 187 | char* infoLog = calloc(1, logLength); |
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| 188 | glGetShaderInfoLog(fsShader, logLength, NULL, infoLog); |
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| 189 | ||
| 190 | NSLog(@"Fragment shader compilation failed: %s", infoLog); |
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| 191 | } |
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| 192 | } |
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| 193 | 85 | |
| 194 | assert(GL_NO_ERROR == glGetError()); |
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| 195 | ||
| 196 | 20 | programObj = glCreateProgram(); |
| 197 | |
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| 198 | assert(programObj); |
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| 199 | ||
| 200 | glAttachShader(programObj, fsShader); |
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| 201 | glAttachShader(programObj, vsShader); |
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| 202 | ||
| 203 | glBindAttribLocation(programObj, POSITION_ATTRIB_INDEX, "position"); |
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| 204 | glBindAttribLocation(programObj, NORMAL_ATTRIB_INDEX, "normal"); |
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| 205 | 92 | glBindAttribLocation(programObj, COLOR_ATTRIB_INDEX, "colora"); |
| 206 | 20 | glBindAttribLocation(programObj, TEXCOORD_ATTRIB_INDEX, "texcoord"); |
| 207 | ||
| 208 | glLinkProgram(programObj); |
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| 209 | ||
| 210 | GLint linkStatus = 0; |
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| 211 | glGetProgramiv(programObj, GL_LINK_STATUS, &linkStatus); |
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| 212 | ||
| 213 | 85 | if (GL_FALSE == linkStatus) |
| 214 | 20 | { |
| 215 | GLint logLength = 0; |
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| 216 | glGetProgramiv(programObj, GL_INFO_LOG_LENGTH, &logLength); |
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| 217 | |
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| 218 | char* infoLog = calloc(1, logLength); |
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| 219 | glGetProgramInfoLog(programObj, logLength, NULL, infoLog); |
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| 220 | ||
| 221 | NSLog(@"Shader linking failed: %s", infoLog); |
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| 222 | } |
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| 223 | ||
| 224 | 85 | // sampler0loc = glGetUniformLocation(programObj, "tex0"); |
| 225 | // glUniform1i(sampler0loc, 0); |
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| 226 | 20 | |
| 227 | 70 | uniformDict = [[NSMutableDictionary alloc] init]; |
| 228 | ||
| 229 | 85 | assert(GL_NO_ERROR == glGetError()); |
| 230 | ||
| 231 | 20 | return self; |
| 232 | } |
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| 233 | ||
| 234 | - (void) dealloc |
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| 235 | { |
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| 236 | glDeleteProgram(programObj); |
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| 237 | glDeleteShader(fsShader); |
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| 238 | glDeleteShader(vsShader); |
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| 239 | 70 | |
| 240 | 20 | } |
| 241 | ||
| 242 | - (void) bindShader |
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| 243 | { |
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| 244 | glUseProgram(programObj); |
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| 245 | } |
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| 246 | ||
| 247 | 70 | - (void) setUniformInteger: (GLint) i named: (NSString*) name |
| 248 | { |
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| 249 | 71 | GLint loc = [[uniformDict objectForKey: name] intValue]; |
| 250 | 70 | if (!loc) |
| 251 | { |
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| 252 | loc = glGetUniformLocation(programObj, [name UTF8String]); |
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| 253 | [uniformDict setObject: [NSNumber numberWithUnsignedInt: loc] forKey: name]; |
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| 254 | } |
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| 255 | |
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| 256 | if (loc != -1) |
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| 257 | glUniform1i(loc, i); |
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| 258 | else |
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| 259 | NSLog(@"failed to set uniform %@", name); |
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| 260 | } |
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| 261 | ||
| 262 | - (void) setUniformFloat: (float) f named: (NSString*) name |
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| 263 | { |
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| 264 | 71 | GLint loc = [[uniformDict objectForKey: name] intValue]; |
| 265 | 70 | if (!loc) |
| 266 | { |
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| 267 | loc = glGetUniformLocation(programObj, [name UTF8String]); |
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| 268 | [uniformDict setObject: [NSNumber numberWithUnsignedInt: loc] forKey: name]; |
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| 269 | } |
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| 270 | |
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| 271 | if (loc != -1) |
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| 272 | glUniform1f(loc, f); |
|
| 273 | else |
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| 274 | NSLog(@"failed to set uniform %@", name); |
|
| 275 | } |
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| 276 | ||
| 277 | - (void) setUniformFloat: (float*) f count: (int) count named: (NSString*) name |
|
| 278 | { |
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| 279 | 71 | GLint loc = [[uniformDict objectForKey: name] intValue]; |
| 280 | 70 | if (!loc) |
| 281 | { |
|
| 282 | loc = glGetUniformLocation(programObj, [name UTF8String]); |
|
| 283 | [uniformDict setObject: [NSNumber numberWithUnsignedInt: loc] forKey: name]; |
|
| 284 | } |
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| 285 | |
|
| 286 | if (loc != -1) |
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| 287 | 76 | glUniform4fv(loc, count, f); |
| 288 | 70 | else |
| 289 | NSLog(@"failed to set uniform %@", name); |
|
| 290 | } |
|
| 291 | ||
| 292 | ||
| 293 | 20 | - (void) setModelviewMatrix: (m16*) m |
| 294 | { |
|
| 295 | m16 nm = mtranspose(minverse(*m)); |
|
| 296 | if (!modelviewMatrixLoc) |
|
| 297 | modelviewMatrixLoc = glGetUniformLocation(programObj, "modelviewMatrix"); |
|
| 298 | if (!normalMatrixLoc) |
|
| 299 | normalMatrixLoc = glGetUniformLocation(programObj, "normalMatrix"); |
|
| 300 | |
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| 301 | 70 | if (modelviewMatrixLoc != -1) |
| 302 | glUniformMatrix4fv(modelviewMatrixLoc, 1, GL_FALSE, m->a); |
|
| 303 | if (normalMatrixLoc != -1) |
|
| 304 | glUniformMatrix4fv(normalMatrixLoc, 1, GL_FALSE, nm.a); |
|
| 305 | 20 | } |
| 306 | ||
| 307 | - (void) setProjectionMatrix: (m16*) m |
|
| 308 | { |
|
| 309 | if (!projectionMatrixLoc) |
|
| 310 | projectionMatrixLoc = glGetUniformLocation(programObj, "projectionMatrix"); |
|
| 311 | 70 | |
| 312 | if (projectionMatrixLoc != -1) |
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| 313 | glUniformMatrix4fv(projectionMatrixLoc, 1, GL_FALSE, m->a); |
|
| 314 | 20 | } |
| 315 | - (void) setTextureMatrix: (m16*) m |
|
| 316 | { |
|
| 317 | if (!textureMatrixLoc) |
|
| 318 | textureMatrixLoc = glGetUniformLocation(programObj, "textureMatrix"); |
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| 319 | 70 | |
| 320 | if (textureMatrixLoc != -1) |
|
| 321 | glUniformMatrix4fv(textureMatrixLoc, 1, GL_FALSE, m->a); |
|
| 322 | 20 | } |
| 323 | ||
| 324 | 23 | - (void) setColorRed: (float) r green: (float) g blue: (float) b alpha: (float) a |
| 325 | { |
|
| 326 | if (!colorLoc) |
|
| 327 | colorLoc = glGetUniformLocation(programObj, "color"); |
|
| 328 | 70 | |
| 329 | if (colorLoc != -1) |
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| 330 | glUniform4f(colorLoc, r, g, b, a); |
|
| 331 | 23 | } |
| 332 | 20 | |
| 333 | ||
| 334 | @end |
|
| 335 |
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