#import <OpenGLES/ES2/gl.h>
#import "CCView.h"
@interface CCView()
@property(nonatomic,strong)CAEAGLLayer *myEagLayer;
@property(nonatomic,strong)EAGLContext *myContext;
@property(nonatomic,assign)GLuint myColorRenderBuffer;
@property(nonatomic,assign)GLuint myColorFrameBuffer;
@property(nonatomic,assign)GLuint myPrograme;
@end
@implementation CCView
-(void)layoutSubviews
{
[self setupLayer];
[self setupContext];
[self deleteRenderAndFrameBuffer];
[self setupRenderBuffer];
[self setupFrameBuffer];
[self renderLayer];
}
-(void)renderLayer
{
glClearColor(0.3f, 0.45f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
CGFloat scale = [[UIScreen mainScreen]scale];
glViewport(self.frame.origin.x * scale, self.frame.origin.y * scale, self.frame.size.width * scale, self.frame.size.height * scale);
NSString *vertFile = [[NSBundle mainBundle]pathForResource:@"shaderv" ofType:@"vsh"];
NSString *fragFile = [[NSBundle mainBundle]pathForResource:@"shaderf" ofType:@"fsh"];
NSLog(@"vertFile:%@",vertFile);
NSLog(@"fragFile:%@",fragFile);
self.myPrograme = [self loadShaders:vertFile Withfrag:fragFile];
glLinkProgram(self.myPrograme);
GLint linkStatus;
glGetProgramiv(self.myPrograme, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE) {
GLchar message[512];
glGetProgramInfoLog(self.myPrograme, sizeof(message), 0, &message[0]);
NSString *messageString = [NSString stringWithUTF8String:message];
NSLog(@"Program Link Error:%@",messageString);
return;
}
NSLog(@"Program Link Success!");
glUseProgram(self.myPrograme);
GLfloat attrArr[] =
{
0.5f, -0.5f, -1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -1.0f, 0.0f, 1.0f,
0.5f, -0.5f, -1.0f, 1.0f, 0.0f,
};
GLuint attrBuffer;
glGenBuffers(1, &attrBuffer);
glBindBuffer(GL_ARRAY_BUFFER, attrBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(attrArr), attrArr, GL_DYNAMIC_DRAW);
GLuint position = glGetAttribLocation(self.myPrograme, "position");
glEnableVertexAttribArray(position);
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, NULL);
GLuint textCoor = glGetAttribLocation(self.myPrograme, "textCoordinate");
glEnableVertexAttribArray(textCoor);
glVertexAttribPointer(textCoor, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (float *)NULL + 3);
[self setupTexture:@"kunkun"];
glUniform1i(glGetUniformLocation(self.myPrograme, "colorMap"), 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
[self.myContext presentRenderbuffer:GL_RENDERBUFFER];
}
- (GLuint)setupTexture:(NSString *)fileName {
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
if (!spriteImage) {
NSLog(@"Failed to load image %@", fileName);
exit(1);
}
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
CGRect rect = CGRectMake(0, 0, width, height);
CGContextDrawImage(spriteContext, rect, spriteImage);
CGContextRelease(spriteContext);
glBindTexture(GL_TEXTURE_2D, 0);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
float fw = width, fh = height;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
free(spriteData);
return 0;
}
-(void)setupFrameBuffer
{
GLuint buffer;
glGenBuffers(1, &buffer);
self.myColorFrameBuffer = buffer;
glBindFramebuffer(GL_FRAMEBUFFER, self.myColorFrameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, self.myColorRenderBuffer);
}
-(void)setupRenderBuffer
{
GLuint buffer;
glGenRenderbuffers(1, &buffer);
self.myColorRenderBuffer = buffer;
glBindRenderbuffer(GL_RENDERBUFFER, self.myColorRenderBuffer);
[self.myContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self.myEagLayer];
}
-(void)deleteRenderAndFrameBuffer
{
glDeleteBuffers(1, &_myColorRenderBuffer);
self.myColorRenderBuffer = 0;
glDeleteBuffers(1, &_myColorFrameBuffer);
self.myColorFrameBuffer = 0;
}
-(void)setupContext
{
EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
EAGLContext *context = [[EAGLContext alloc]initWithAPI:api];
if (!context) {
NSLog(@"Create context failed!");
return;
}
if (![EAGLContext setCurrentContext:context]) {
NSLog(@"setCurrentContext failed!");
return;
}
self.myContext = context;
}
-(void)setupLayer
{
self.myEagLayer = (CAEAGLLayer *)self.layer;
[self setContentScaleFactor:[[UIScreen mainScreen]scale]];
self.myEagLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:@false,kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat,nil];
}
+(Class)layerClass
{
return [CAEAGLLayer class];
}
#pragma mark --shader
-(GLuint)loadShaders:(NSString *)vert Withfrag:(NSString *)frag
{
GLuint verShader, fragShader;
GLint program = glCreateProgram();
[self compileShader:&verShader type:GL_VERTEX_SHADER file:vert];
[self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:frag];
glAttachShader(program, verShader);
glAttachShader(program, fragShader);
glDeleteShader(verShader);
glDeleteShader(fragShader);
return program;
}
- (void)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file{
NSString* content = [NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil];
const GLchar* source = (GLchar *)[content UTF8String];
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source,NULL);
glCompileShader(*shader);
}
@end