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GLProgram.m
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GLProgram.m
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//
// Copyright 2011 Jeff Lamarche
//
// Redistribution and use in source and binary forms, with or without modification, are permitted provided
// that the following conditions are met:
// 1. Redistributions of source code must retain the above copyright notice, this list of conditions and
// the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions
// and the following disclaimer in the documentation and/or other materials provided with the
// distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE FREEBSD PROJECT ``AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FREEBSD PROJECT
// OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
// OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
// AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Adapted for cocos2d http://www.cocos2d-iphone.org
#import "GLProgram.h"
#import "ccGLState.h"
#import "ccMacros.h"
#import "Support/CCFileUtils.h"
#import "Support/OpenGL_Internal.h"
#pragma mark Function Pointer Definitions
typedef void (*GLInfoFunction)(GLuint program,
GLenum pname,
GLint* params);
typedef void (*GLLogFunction) (GLuint program,
GLsizei bufsize,
GLsizei* length,
GLchar* infolog);
#pragma mark -
#pragma mark Private Extension Method Declaration
@interface GLProgram()
- (BOOL)compileShader:(GLuint *)shader
type:(GLenum)type
file:(NSString *)file;
- (NSString *)logForOpenGLObject:(GLuint)object
infoCallback:(GLInfoFunction)infoFunc
logFunc:(GLLogFunction)logFunc;
@end
#pragma mark -
@implementation GLProgram
- (id)initWithVertexShaderFilename:(NSString *)vShaderFilename
fragmentShaderFilename:(NSString *)fShaderFilename
{
if ((self = [super init]) )
{
program_ = glCreateProgram();
vertShader_ = fragShader_ = 0;
if( vShaderFilename ) {
NSString *fullname = [CCFileUtils fullPathFromRelativePath:vShaderFilename];
if (![self compileShader:&vertShader_
type:GL_VERTEX_SHADER
file:fullname])
CCLOG(@"cocos2d: ERROR: Failed to compile vertex shader: %@", vShaderFilename);
}
// Create and compile fragment shader
if( fShaderFilename ) {
NSString *fullname = [CCFileUtils fullPathFromRelativePath:fShaderFilename];
if (![self compileShader:&fragShader_
type:GL_FRAGMENT_SHADER
file:fullname])
CCLOG(@"cocos2d: ERROR: Failed to compile fragment shader: %@", fShaderFilename);
}
if( vertShader_ )
glAttachShader(program_, vertShader_);
if( fragShader_ )
glAttachShader(program_, fragShader_);
}
return self;
}
- (NSString*) description
{
return [NSString stringWithFormat:@"<%@ = %08X | Program = %i, VertexShader = %i, FragmentShader = %i>", [self class], self, program_, vertShader_, fragShader_];
}
- (BOOL)compileShader:(GLuint *)shader
type:(GLenum)type
file:(NSString *)file
{
GLint status;
const GLchar *source;
source =
(GLchar *)[[NSString stringWithContentsOfFile:file
encoding:NSUTF8StringEncoding
error:nil] UTF8String];
if (!source)
return NO;
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if( ! status ) {
if( type == GL_VERTEX_SHADER )
CCLOG(@"cocos2d: %@: %@", file, [self vertexShaderLog] );
else
CCLOG(@"cocos2d: %@: %@", file, [self fragmentShaderLog] );
}
return status == GL_TRUE;
}
#pragma mark -
- (void)addAttribute:(NSString *)attributeName index:(GLuint)index
{
glBindAttribLocation(program_,
index,
[attributeName UTF8String]);
}
-(void) updateUniforms
{
// Since sample most probably won't change, set it to 0 now.
uniforms_[kCCUniformMVPMatrix] = glGetUniformLocation(program_, kCCUniformMVPMatrix_s);
uniforms_[kCCUniformSampler] = glGetUniformLocation(program_, kCCUniformSampler_s);
ccGLUseProgram( program_ );
glUniform1i( uniforms_[kCCUniformSampler], 0 );
}
#pragma mark -
- (BOOL)link
{
glLinkProgram(program_);
#if DEBUG
GLint status;
glValidateProgram(program_);
glGetProgramiv(program_, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
CCLOG(@"cocos2d: ERROR: Failed to link program: %i", program_);
if( vertShader_ )
glDeleteShader( vertShader_ );
if( fragShader_ )
glDeleteShader( fragShader_ );
ccGLDeleteProgram( program_ );
vertShader_ = fragShader_ = program_ = 0;
return NO;
}
#endif
if (vertShader_)
glDeleteShader(vertShader_);
if (fragShader_)
glDeleteShader(fragShader_);
vertShader_ = fragShader_ = 0;
return YES;
}
- (void)use
{
ccGLUseProgram(program_);
}
#pragma mark -
- (NSString *)logForOpenGLObject:(GLuint)object
infoCallback:(GLInfoFunction)infoFunc
logFunc:(GLLogFunction)logFunc
{
GLint logLength = 0, charsWritten = 0;
infoFunc(object, GL_INFO_LOG_LENGTH, &logLength);
if (logLength < 1)
return nil;
char *logBytes = malloc(logLength);
logFunc(object, logLength, &charsWritten, logBytes);
NSString *log = [[[NSString alloc] initWithBytes:logBytes
length:logLength
encoding:NSUTF8StringEncoding]
autorelease];
free(logBytes);
return log;
}
- (NSString *)vertexShaderLog
{
return [self logForOpenGLObject:vertShader_
infoCallback:(GLInfoFunction)&glGetProgramiv
logFunc:(GLLogFunction)&glGetProgramInfoLog];
}
- (NSString *)fragmentShaderLog
{
return [self logForOpenGLObject:fragShader_
infoCallback:(GLInfoFunction)&glGetShaderiv
logFunc:(GLLogFunction)&glGetShaderInfoLog];
}
- (NSString *)programLog
{
return [self logForOpenGLObject:program_
infoCallback:(GLInfoFunction)&glGetProgramiv
logFunc:(GLLogFunction)&glGetProgramInfoLog];
}
#pragma mark -
- (void)dealloc
{
CCLOGINFO( @"cocos2d: deallocing %@", self);
// there is no need to delete the shaders. They should have been already deleted.
NSAssert( vertShader_ == 0, @"Vertex Shaders should have been already deleted");
NSAssert( fragShader_ == 0, @"Vertex Shaders should have been already deleted");
if (program_)
ccGLDeleteProgram(program_);
[super dealloc];
}
@end