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v002Shader.m
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v002Shader.m
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//---------------------------------------------------------------------------------
#import "v002Shader.h"
#import <OpenGL/CGLMacro.h>
//---------------------------------------------------------------------------------
//---------------------------------------------------------------------------------
@implementation v002Shader
//---------------------------------------------------------------------------------
#pragma mark -- Get shaders from resource --
//---------------------------------------------------------------------------------
+ (NSString *)getShaderSourceFromResource:(NSString *)theShaderResourceName
extension:(NSString *)theExtension
inDirectory:(NSString *)theDirectory
error:(NSError **)error
{
NSString *path = [[theDirectory stringByAppendingPathComponent:theShaderResourceName] stringByAppendingPathExtension:theExtension];
NSString *source = nil;
if (path)
{
source = [NSString stringWithContentsOfFile:path usedEncoding:nil error:error];
}
if (source == nil && error)
{
*error = [NSError errorWithDomain:NSPOSIXErrorDomain code:ENOENT userInfo:nil];
}
return source;
} // getShaderSourceFromResource
//---------------------------------------------------------------------------------
+ (NSString *) getFragmentShaderSourceFromResource:(NSString *)theFragmentShaderResourceName inDirectory:(NSString *)theDirectory error:(NSError **)error
{
return [self getShaderSourceFromResource:theFragmentShaderResourceName
extension:@"frag"
inDirectory:theDirectory
error:error];
} // getFragmentShaderSourceFromResource
//---------------------------------------------------------------------------------
+ (NSString *) getVertexShaderSourceFromResource:(NSString *)theVertexShaderResourceName inDirectory:(NSString *)theDirectory error:(NSError **)error
{
return [self getShaderSourceFromResource:theVertexShaderResourceName
extension:@"vert"
inDirectory:theDirectory
error:error];
} // getVertexShaderSourceFromResource
//---------------------------------------------------------------------------------
- (GLhandleARB) loadShader:(GLenum)theShaderType
source:(NSString *)source
error:(NSError **)error
{
GLint shaderCompiled = 0;
GLhandleARB shaderObject = NULL;
NSString *compileLog = nil;
if(source != nil )
{
const GLcharARB *glSource = [source cStringUsingEncoding:NSASCIIStringEncoding];
GLint infoLogLength = 0;
shaderObject = glCreateShaderObjectARB(theShaderType);
glShaderSourceARB(shaderObject, 1, &glSource, NULL);
glCompileShaderARB(shaderObject);
glGetObjectParameterivARB(shaderObject,
GL_OBJECT_INFO_LOG_LENGTH_ARB,
&infoLogLength);
if( infoLogLength > 0 )
{
GLcharARB *infoLog = (GLcharARB *)malloc(infoLogLength);
if( infoLog != NULL )
{
glGetInfoLogARB(shaderObject,
infoLogLength,
&infoLogLength,
infoLog);
compileLog = [NSString stringWithCString:infoLog encoding:NSASCIIStringEncoding];
free(infoLog);
} // if
} // if
glGetObjectParameterivARB(shaderObject,
GL_OBJECT_COMPILE_STATUS_ARB,
&shaderCompiled);
if(shaderCompiled == 0 )
{
glDeleteObjectARB(shaderObject);
shaderObject = NULL;
if (error != nil)
{
NSMutableDictionary *userInfo = [NSMutableDictionary dictionaryWithObjectsAndKeys:
@"An OpenGL shader could not be compiled.", NSLocalizedDescriptionKey,
nil];
if (compileLog != nil)
{
[userInfo setObject:compileLog forKey:NSLocalizedFailureReasonErrorKey];
}
*error = [NSError errorWithDomain:@"info.v002.shader.error-domain" code:2 userInfo:userInfo];
}
} // if
} // if
return shaderObject;
} // loadShader
//---------------------------------------------------------------------------------
- (BOOL)setProgramObjectWithVertexSource:(NSString *)vertex fragmentSource:(NSString *)frag error:(NSError **)error
{
GLint programLinked = 0;
NSString *linkLog = nil;
// Load and compile both shaders
GLhandleARB vertexShader = [self loadShader:GL_VERTEX_SHADER_ARB
source:vertex
error:error];
GLhandleARB fragmentShader = [self loadShader:GL_FRAGMENT_SHADER_ARB
source:frag
error:error];
// Ensure shaders compiled
if( vertexShader != NULL && fragmentShader != NULL)
{
// Create a program object and link both shaders
programObject = glCreateProgramObjectARB();
glAttachObjectARB(programObject, vertexShader);
glAttachObjectARB(programObject, fragmentShader);
GLint infoLogLength = 0;
glLinkProgramARB(programObject);
glGetObjectParameterivARB(programObject,
GL_OBJECT_INFO_LOG_LENGTH_ARB,
&infoLogLength);
if( infoLogLength > 0 )
{
GLcharARB *infoLog = (GLcharARB *)malloc(infoLogLength);
if( infoLog != NULL)
{
glGetInfoLogARB(programObject,
infoLogLength,
&infoLogLength,
infoLog);
linkLog = [NSString stringWithCString:infoLog encoding:NSASCIIStringEncoding];
free(infoLog);
} // if
} // if
glGetObjectParameterivARB(programObject,
GL_OBJECT_LINK_STATUS_ARB,
&programLinked);
if(programLinked == 0 )
{
glDeleteObjectARB(programObject);
programObject = NULL;
} // if
} // if
if (fragmentShader)
{
glDeleteObjectARB(fragmentShader); // Release
}
if (vertexShader)
{
glDeleteObjectARB(vertexShader); // Release
}
if (programLinked == 0 && error != nil)
{
NSMutableDictionary *userInfo = [NSMutableDictionary dictionaryWithObjectsAndKeys:
@"An OpenGL shader could not be linked.", NSLocalizedDescriptionKey,
nil];
if (linkLog != nil)
{
[userInfo setObject:linkLog forKey:NSLocalizedFailureReasonErrorKey];
}
*error = [NSError errorWithDomain:@"info.v002.shader.error-domain" code:1 userInfo:userInfo];
}
return programLinked == 0 ? NO : YES;
} // setProgramObject
//---------------------------------------------------------------------------------
#pragma mark -- Designated Initializer --
//---------------------------------------------------------------------------------
- (id)initWithVertexShader:(NSString *)vert fragmentShader:(NSString *)frag forContext:(CGLContextObj)context error:(NSError **)error
{
self = [super init];
if (self)
{
cgl_ctx = CGLRetainContext(context);
NSError *loadError = nil;
// Load vertex and fragment shader
if ([frag length] && [vert length])
{
[self setProgramObjectWithVertexSource:vert
fragmentSource:frag
error:&loadError];
}
if(loadError)
{
if (error != nil)
{
*error = loadError;
}
#if !__has_feature(objc_arc)
[self release];
#endif
self = nil;
}
}
return self;
}
- (id)initWithShadersInDirectory:(NSString *)directoryPath withName:(NSString *)theShadersName forContext:(CGLContextObj)context error:(NSError **)error
{
NSString *vertexShaderSource = [[self class] getVertexShaderSourceFromResource:theShadersName inDirectory:directoryPath error:error];
NSString *fragmentShaderSource = [[self class] getFragmentShaderSourceFromResource:theShadersName inDirectory:directoryPath error:error];
return [self initWithVertexShader:vertexShaderSource fragmentShader:fragmentShaderSource forContext:context error:error];
}
- (id)initWithShadersInBundle:(NSBundle *)bundle withName:(NSString *)theShadersName forContext:(CGLContextObj)context error:(NSError **)error
{
return [self initWithShadersInDirectory:[bundle resourcePath] withName:theShadersName forContext:context error:error];
}
- (id)initWithShadersInAppBundle:(NSString *)theShadersName forContext:(CGLContextObj)context error:(NSError **)error
{
return [self initWithShadersInBundle:[NSBundle mainBundle] withName:theShadersName forContext:context error:error];
}
- (id) initWithShadersInAppBundle:(NSString *)theShadersName forContext:(CGLContextObj)context;
{
return [self initWithShadersInAppBundle:theShadersName forContext:context error:nil];
}
- (id) initWithShadersInBundle:(NSBundle*)bundle withName:(NSString *)theShadersName forContext:(CGLContextObj) context
{
return [self initWithShadersInBundle:bundle withName:theShadersName forContext:context error:nil];
}
//---------------------------------------------------------------------------------
#pragma mark -- Deallocating Resources --
//---------------------------------------------------------------------------------
- (void) dealloc
{
// Delete OpenGL resources
if( programObject )
{
glDeleteObjectARB(programObject);
programObject = NULL;
} // if
CGLReleaseContext(cgl_ctx);
#if !__has_feature(objc_arc)
[super dealloc];
#endif
} // dealloc
//---------------------------------------------------------------------------------
#pragma mark -- Accessors --
//---------------------------------------------------------------------------------
- (GLhandleARB) programObject
{
return programObject;
} // programObject
//---------------------------------------------------------------------------------
#pragma mark -- Utilities --
//---------------------------------------------------------------------------------
- (GLint) getUniformLocation:(const GLcharARB *)theUniformName
{
GLint uniformLoacation = glGetUniformLocationARB(programObject,
theUniformName);
// if( uniformLoacation == -1 )
// {
// NSLog( @">> WARNING: No such uniform named \"%s\"\n", theUniformName );
// } // if
return uniformLoacation;
} // getUniformLocation
//---------------------------------------------------------------------------------
@end
//---------------------------------------------------------------------------------
//---------------------------------------------------------------------------------