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| 1 | +// This is Jeff LaMarche's GLProgram OpenGL shader wrapper class from his OpenGL ES 2.0 book. |
| 2 | +// A description of this can be found at his page on the topic: |
| 3 | +// http://iphonedevelopment.blogspot.com/2010/11/opengl-es-20-for-ios-chapter-4.html |
| 4 | + |
| 5 | + |
| 6 | +#import "GLProgram.h" |
| 7 | +// START:typedefs |
| 8 | +#pragma mark Function Pointer Definitions |
| 9 | +typedef void (*GLInfoFunction)(GLuint program, GLenum pname, GLint* params); |
| 10 | +typedef void (*GLLogFunction) (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); |
| 11 | +// END:typedefs |
| 12 | +#pragma mark - |
| 13 | +#pragma mark Private Extension Method Declaration |
| 14 | +// START:extension |
| 15 | +@interface GLProgram() |
| 16 | + |
| 17 | +- (BOOL)compileShader:(GLuint *)shader |
| 18 | + type:(GLenum)type |
| 19 | + string:(NSString *)shaderString; |
| 20 | +@end |
| 21 | +// END:extension |
| 22 | +#pragma mark - |
| 23 | + |
| 24 | +@implementation GLProgram |
| 25 | +// START:init |
| 26 | + |
| 27 | +@synthesize initialized = _initialized; |
| 28 | + |
| 29 | +- (id)initWithVertexShaderString:(NSString *)vShaderString |
| 30 | + fragmentShaderString:(NSString *)fShaderString; |
| 31 | +{ |
| 32 | + if ((self = [super init])) |
| 33 | + { |
| 34 | + _initialized = NO; |
| 35 | + |
| 36 | + attributes = [[NSMutableArray alloc] init]; |
| 37 | + uniforms = [[NSMutableArray alloc] init]; |
| 38 | + program = glCreateProgram(); |
| 39 | + |
| 40 | + if (![self compileShader:&vertShader |
| 41 | + type:GL_VERTEX_SHADER |
| 42 | + string:vShaderString]) |
| 43 | + { |
| 44 | + NSLog(@"Failed to compile vertex shader"); |
| 45 | + } |
| 46 | + |
| 47 | + // Create and compile fragment shader |
| 48 | + if (![self compileShader:&fragShader |
| 49 | + type:GL_FRAGMENT_SHADER |
| 50 | + string:fShaderString]) |
| 51 | + { |
| 52 | + NSLog(@"Failed to compile fragment shader"); |
| 53 | + } |
| 54 | + |
| 55 | + glAttachShader(program, vertShader); |
| 56 | + glAttachShader(program, fragShader); |
| 57 | + } |
| 58 | + |
| 59 | + return self; |
| 60 | +} |
| 61 | + |
| 62 | +- (id)initWithVertexShaderString:(NSString *)vShaderString |
| 63 | + fragmentShaderFilename:(NSString *)fShaderFilename; |
| 64 | +{ |
| 65 | + NSString *fragShaderPathname = [[NSBundle mainBundle] pathForResource:fShaderFilename ofType:@"fsh"]; |
| 66 | + NSString *fragmentShaderString = [NSString stringWithContentsOfFile:fragShaderPathname encoding:NSUTF8StringEncoding error:nil]; |
| 67 | + |
| 68 | + if ((self = [self initWithVertexShaderString:vShaderString fragmentShaderString:fragmentShaderString])) |
| 69 | + { |
| 70 | + } |
| 71 | + |
| 72 | + return self; |
| 73 | +} |
| 74 | + |
| 75 | +- (id)initWithVertexShaderFilename:(NSString *)vShaderFilename |
| 76 | + fragmentShaderFilename:(NSString *)fShaderFilename; |
| 77 | +{ |
| 78 | + NSString *vertShaderPathname = [[NSBundle mainBundle] pathForResource:vShaderFilename ofType:@"vsh"]; |
| 79 | + NSString *vertexShaderString = [NSString stringWithContentsOfFile:vertShaderPathname encoding:NSUTF8StringEncoding error:nil]; |
| 80 | + |
| 81 | + NSString *fragShaderPathname = [[NSBundle mainBundle] pathForResource:fShaderFilename ofType:@"fsh"]; |
| 82 | + NSString *fragmentShaderString = [NSString stringWithContentsOfFile:fragShaderPathname encoding:NSUTF8StringEncoding error:nil]; |
| 83 | + |
| 84 | + if ((self = [self initWithVertexShaderString:vertexShaderString fragmentShaderString:fragmentShaderString])) |
| 85 | + { |
| 86 | + } |
| 87 | + |
| 88 | + return self; |
| 89 | +} |
| 90 | +// END:init |
| 91 | +// START:compile |
| 92 | +- (BOOL)compileShader:(GLuint *)shader |
| 93 | + type:(GLenum)type |
| 94 | + string:(NSString *)shaderString |
| 95 | +{ |
| 96 | +// CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent(); |
| 97 | + |
| 98 | + GLint status; |
| 99 | + const GLchar *source; |
| 100 | + |
| 101 | + source = |
| 102 | + (GLchar *)[shaderString UTF8String]; |
| 103 | + if (!source) |
| 104 | + { |
| 105 | + NSLog(@"Failed to load vertex shader"); |
| 106 | + return NO; |
| 107 | + } |
| 108 | + |
| 109 | + *shader = glCreateShader(type); |
| 110 | + glShaderSource(*shader, 1, &source, NULL); |
| 111 | + glCompileShader(*shader); |
| 112 | + |
| 113 | + glGetShaderiv(*shader, GL_COMPILE_STATUS, &status); |
| 114 | + |
| 115 | + if (status != GL_TRUE) |
| 116 | + { |
| 117 | + GLint logLength; |
| 118 | + glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength); |
| 119 | + if (logLength > 0) |
| 120 | + { |
| 121 | + GLchar *log = (GLchar *)malloc(logLength); |
| 122 | + glGetShaderInfoLog(*shader, logLength, &logLength, log); |
| 123 | + if (shader == &vertShader) |
| 124 | + { |
| 125 | + self.vertexShaderLog = [NSString stringWithFormat:@"%s", log]; |
| 126 | + } |
| 127 | + else |
| 128 | + { |
| 129 | + self.fragmentShaderLog = [NSString stringWithFormat:@"%s", log]; |
| 130 | + } |
| 131 | + |
| 132 | + free(log); |
| 133 | + } |
| 134 | + } |
| 135 | + |
| 136 | +// CFAbsoluteTime linkTime = (CFAbsoluteTimeGetCurrent() - startTime); |
| 137 | +// NSLog(@"Compiled in %f ms", linkTime * 1000.0); |
| 138 | + |
| 139 | + return status == GL_TRUE; |
| 140 | +} |
| 141 | +// END:compile |
| 142 | +#pragma mark - |
| 143 | +// START:addattribute |
| 144 | +- (void)addAttribute:(NSString *)attributeName |
| 145 | +{ |
| 146 | + if (![attributes containsObject:attributeName]) |
| 147 | + { |
| 148 | + [attributes addObject:attributeName]; |
| 149 | + glBindAttribLocation(program, |
| 150 | + (GLuint)[attributes indexOfObject:attributeName], |
| 151 | + [attributeName UTF8String]); |
| 152 | + } |
| 153 | +} |
| 154 | +// END:addattribute |
| 155 | +// START:indexmethods |
| 156 | +- (GLuint)attributeIndex:(NSString *)attributeName |
| 157 | +{ |
| 158 | + return (GLuint)[attributes indexOfObject:attributeName]; |
| 159 | +} |
| 160 | +- (GLuint)uniformIndex:(NSString *)uniformName |
| 161 | +{ |
| 162 | + return glGetUniformLocation(program, [uniformName UTF8String]); |
| 163 | +} |
| 164 | +// END:indexmethods |
| 165 | +#pragma mark - |
| 166 | +// START:link |
| 167 | +- (BOOL)link |
| 168 | +{ |
| 169 | +// CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent(); |
| 170 | + |
| 171 | + GLint status; |
| 172 | + |
| 173 | + glLinkProgram(program); |
| 174 | + |
| 175 | + glGetProgramiv(program, GL_LINK_STATUS, &status); |
| 176 | + if (status == GL_FALSE) |
| 177 | + return NO; |
| 178 | + |
| 179 | + if (vertShader) |
| 180 | + { |
| 181 | + glDeleteShader(vertShader); |
| 182 | + vertShader = 0; |
| 183 | + } |
| 184 | + if (fragShader) |
| 185 | + { |
| 186 | + glDeleteShader(fragShader); |
| 187 | + fragShader = 0; |
| 188 | + } |
| 189 | + |
| 190 | + self.initialized = YES; |
| 191 | + |
| 192 | +// CFAbsoluteTime linkTime = (CFAbsoluteTimeGetCurrent() - startTime); |
| 193 | +// NSLog(@"Linked in %f ms", linkTime * 1000.0); |
| 194 | + |
| 195 | + return YES; |
| 196 | +} |
| 197 | +// END:link |
| 198 | +// START:use |
| 199 | +- (void)use |
| 200 | +{ |
| 201 | + glUseProgram(program); |
| 202 | +} |
| 203 | +// END:use |
| 204 | +#pragma mark - |
| 205 | + |
| 206 | +- (void)validate; |
| 207 | +{ |
| 208 | + GLint logLength; |
| 209 | + |
| 210 | + glValidateProgram(program); |
| 211 | + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength); |
| 212 | + if (logLength > 0) |
| 213 | + { |
| 214 | + GLchar *log = (GLchar *)malloc(logLength); |
| 215 | + glGetProgramInfoLog(program, logLength, &logLength, log); |
| 216 | + self.programLog = [NSString stringWithFormat:@"%s", log]; |
| 217 | + free(log); |
| 218 | + } |
| 219 | +} |
| 220 | + |
| 221 | +#pragma mark - |
| 222 | +// START:dealloc |
| 223 | +- (void)dealloc |
| 224 | +{ |
| 225 | + if (vertShader) |
| 226 | + glDeleteShader(vertShader); |
| 227 | + |
| 228 | + if (fragShader) |
| 229 | + glDeleteShader(fragShader); |
| 230 | + |
| 231 | + if (program) |
| 232 | + glDeleteProgram(program); |
| 233 | + |
| 234 | +} |
| 235 | +// END:dealloc |
| 236 | +@end |
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