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GLProgram.m
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GLProgram.m
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// This is Jeff LaMarche's GLProgram OpenGL shader wrapper class from his OpenGL ES 2.0 book.
// A description of this can be found at his page on the topic:
// http://iphonedevelopment.blogspot.com/2010/11/opengl-es-20-for-ios-chapter-4.html
#import "GLProgram.h"
// START:typedefs
#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);
// END:typedefs
#pragma mark -
#pragma mark Private Extension Method Declaration
// START:extension
@interface GLProgram()
- (BOOL)compileShader:(GLuint *)shader
type:(GLenum)type
file:(NSString *)file;
- (NSString *)logForOpenGLObject:(GLuint)object
infoCallback:(GLInfoFunction)infoFunc
logFunc:(GLLogFunction)logFunc;
@end
// END:extension
#pragma mark -
@implementation GLProgram
// START:init
- (id)initWithVertexShaderFilename:(NSString *)vShaderFilename
fragmentShaderFilename:(NSString *)fShaderFilename
{
if ((self = [super init]))
{
attributes = [[NSMutableArray alloc] init];
uniforms = [[NSMutableArray alloc] init];
NSString *vertShaderPathname, *fragShaderPathname;
program = glCreateProgram();
vertShaderPathname = [[NSBundle mainBundle]
pathForResource:vShaderFilename
ofType:@"vsh"];
if (![self compileShader:&vertShader
type:GL_VERTEX_SHADER
file:vertShaderPathname])
NSLog(@"Failed to compile vertex shader");
// Create and compile fragment shader
fragShaderPathname = [[NSBundle mainBundle]
pathForResource:fShaderFilename
ofType:@"fsh"];
if (![self compileShader:&fragShader
type:GL_FRAGMENT_SHADER
file:fragShaderPathname])
NSLog(@"Failed to compile fragment shader");
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);
}
return self;
}
// END:init
// START:compile
- (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)
{
NSLog(@"Failed to load vertex shader");
return NO;
}
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
NSLog(@"Shader compile log:\n%s", log);
free(log);
}
}
return status == GL_TRUE;
}
// END:compile
#pragma mark -
// START:addattribute
- (void)addAttribute:(NSString *)attributeName
{
if (![attributes containsObject:attributeName])
{
[attributes addObject:attributeName];
glBindAttribLocation(program,
(uint)[attributes indexOfObject:attributeName],
[attributeName UTF8String]);
}
}
// END:addattribute
// START:indexmethods
- (GLuint)attributeIndex:(NSString *)attributeName
{
return (uint)[attributes indexOfObject:attributeName];
}
- (GLuint)uniformIndex:(NSString *)uniformName
{
return glGetUniformLocation(program, [uniformName UTF8String]);
}
// END:indexmethods
#pragma mark -
// START:link
- (BOOL)link
{
GLint status;
glLinkProgram(program);
glValidateProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
return NO;
if (vertShader)
glDeleteShader(vertShader);
if (fragShader)
glDeleteShader(fragShader);
return YES;
}
// END:link
// START:use
- (void)use
{
glUseProgram(program);
}
// END:use
#pragma mark -
// START:privatelog
- (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;
}
// END:privatelog
// START:log
- (NSString *)vertexShaderLog
{
return [self logForOpenGLObject:vertShader
infoCallback:(GLInfoFunction)&glGetProgramiv
logFunc:(GLLogFunction)&glGetProgramInfoLog];
}
- (NSString *)fragmentShaderLog
{
return [self logForOpenGLObject:fragShader
infoCallback:(GLInfoFunction)&glGetProgramiv
logFunc:(GLLogFunction)&glGetProgramInfoLog];
}
- (NSString *)programLog
{
return [self logForOpenGLObject:program
infoCallback:(GLInfoFunction)&glGetProgramiv
logFunc:(GLLogFunction)&glGetProgramInfoLog];
}
// END:log
- (void)validate;
{
GLint logLength;
glValidateProgram(program);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(program, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
}
#pragma mark -
// START:dealloc
- (void)dealloc
{
[attributes release];
[uniforms release];
if (vertShader)
glDeleteShader(vertShader);
if (fragShader)
glDeleteShader(fragShader);
if (program)
glDeleteProgram(program);
[super dealloc];
}
// END:dealloc
@end