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481 lines
14 KiB
481 lines
14 KiB
// |
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// GameViewController.m |
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// imguiex |
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// |
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#import "GameViewController.h" |
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#import <OpenGLES/ES2/glext.h> |
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#import "imgui_impl_ios.h" |
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#import "debug_hud.h" |
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#define BUFFER_OFFSET(i) ((char *)NULL + (i)) |
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#define SERVERNAME_KEY @"ServerName" |
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#define SERVERNAME_ALERT_TAG (10) |
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// Uniform index. |
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enum |
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{ |
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UNIFORM_MODELVIEWPROJECTION_MATRIX, |
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UNIFORM_NORMAL_MATRIX, |
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UNIFORM_DIFFUSE_COLOR, |
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NUM_UNIFORMS |
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}; |
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GLint uniforms[NUM_UNIFORMS]; |
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// Attribute index. |
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enum |
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{ |
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ATTRIB_VERTEX, |
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ATTRIB_NORMAL, |
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NUM_ATTRIBUTES |
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}; |
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GLfloat gCubeVertexData[216] = |
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{ |
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// Data layout for each line below is: |
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// positionX, positionY, positionZ, normalX, normalY, normalZ, |
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, |
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, |
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, |
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, |
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, |
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, |
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, |
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, |
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, |
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, |
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, |
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, |
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, |
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, |
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, |
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, |
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, |
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, |
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, |
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, |
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, |
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, |
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, |
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, |
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, |
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, |
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, |
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, |
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, |
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f |
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}; |
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@interface GameViewController () <UIAlertViewDelegate> |
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{ |
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GLuint _program; |
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GLKMatrix4 _modelViewProjectionMatrix; |
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GLKMatrix3 _normalMatrix; |
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float _rotation; |
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GLuint _vertexArray; |
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GLuint _vertexBuffer; |
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DebugHUD _hud; |
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} |
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@property (strong, nonatomic) EAGLContext *context; |
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@property (strong, nonatomic) GLKBaseEffect *effect; |
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@property (strong, nonatomic) ImGuiHelper *imgui; |
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@property (weak, nonatomic) IBOutlet UIButton *btnServername; |
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@property (strong, nonatomic) NSString *serverName; |
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- (IBAction)onServernameTapped:(id)sender; |
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- (void)setupGL; |
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- (void)tearDownGL; |
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- (BOOL)loadShaders; |
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file; |
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- (BOOL)linkProgram:(GLuint)prog; |
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- (BOOL)validateProgram:(GLuint)prog; |
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@end |
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@implementation GameViewController |
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- (void)viewDidLoad |
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{ |
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[super viewDidLoad]; |
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self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; |
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if (!self.context) { |
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NSLog(@"Failed to create ES context"); |
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} |
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GLKView *view = (GLKView *)self.view; |
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view.context = self.context; |
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view.drawableDepthFormat = GLKViewDrawableDepthFormat24; |
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[self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal]; |
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[self setupGL]; |
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NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; |
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self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ]; |
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self.imgui = [[ImGuiHelper alloc] initWithView:self.view ]; |
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if (self.serverName) |
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{ |
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[self.btnServername setTitle:self.serverName forState:UIControlStateNormal]; |
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[self.imgui connectServer: self.serverName ]; |
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} |
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DebugHUD_InitDefaults( &_hud ); |
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} |
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- (void)dealloc |
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{ |
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[self tearDownGL]; |
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if ([EAGLContext currentContext] == self.context) { |
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[EAGLContext setCurrentContext:nil]; |
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} |
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} |
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- (void)didReceiveMemoryWarning |
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{ |
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[super didReceiveMemoryWarning]; |
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if ([self isViewLoaded] && ([[self view] window] == nil)) { |
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self.view = nil; |
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[self tearDownGL]; |
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if ([EAGLContext currentContext] == self.context) { |
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[EAGLContext setCurrentContext:nil]; |
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} |
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self.context = nil; |
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} |
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// Dispose of any resources that can be recreated. |
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} |
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- (BOOL)prefersStatusBarHidden { |
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return YES; |
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} |
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- (IBAction)onServernameTapped:(id)sender |
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{ |
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UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ]; |
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alert.alertViewStyle = UIAlertViewStylePlainTextInput; |
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alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to |
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[alert show]; |
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} |
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- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex |
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{ |
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if ((buttonIndex==0)&&(alertView.tag==SERVERNAME_ALERT_TAG)) |
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{ |
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// This is really janky. I usually just hardcode the servername since I'm building it anyway. |
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// If you want to properly handle updating the server, you'll want to tear down and recreate |
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// the usynergy stuff in connectServer |
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BOOL serverNameWasSet = self.serverName.length > 0; |
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NSString *serverName = [[alertView textFieldAtIndex:0] text]; |
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if ([serverName length] > 0) { |
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self.serverName = serverName; |
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NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; |
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[userDefaults setObject:serverName forKey:SERVERNAME_KEY ]; |
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[userDefaults synchronize]; |
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[self.btnServername setTitle:self.serverName forState:UIControlStateNormal]; |
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// If we hadn't previously connected, try now |
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if (!serverNameWasSet) { |
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[self.imgui connectServer:self.serverName]; |
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} |
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else |
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{ |
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UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated" |
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message:@"Restart the app to connect the server" |
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delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil]; |
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[alert show]; |
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} |
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} |
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} |
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} |
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- (void)setupGL |
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{ |
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[EAGLContext setCurrentContext:self.context]; |
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[self loadShaders]; |
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self.effect = [[GLKBaseEffect alloc] init]; |
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self.effect.light0.enabled = GL_TRUE; |
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self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); |
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glEnable(GL_DEPTH_TEST); |
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glGenVertexArraysOES(1, &_vertexArray); |
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glBindVertexArrayOES(_vertexArray); |
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glGenBuffers(1, &_vertexBuffer); |
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW); |
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glEnableVertexAttribArray(GLKVertexAttribPosition); |
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glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0)); |
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glEnableVertexAttribArray(GLKVertexAttribNormal); |
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glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12)); |
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glBindVertexArrayOES(0); |
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} |
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- (void)tearDownGL |
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{ |
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[EAGLContext setCurrentContext:self.context]; |
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glDeleteBuffers(1, &_vertexBuffer); |
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glDeleteVertexArraysOES(1, &_vertexArray); |
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self.effect = nil; |
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if (_program) { |
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glDeleteProgram(_program); |
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_program = 0; |
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} |
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} |
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#pragma mark - GLKView and GLKViewController delegate methods |
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- (void)update |
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{ |
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float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height); |
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GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); |
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self.effect.transform.projectionMatrix = projectionMatrix; |
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GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); |
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baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); |
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// Compute the model view matrix for the object rendered with GLKit |
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GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); |
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modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); |
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modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); |
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self.effect.transform.modelviewMatrix = modelViewMatrix; |
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// Compute the model view matrix for the object rendered with ES2 |
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modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); |
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modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); |
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modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); |
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_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); |
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_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); |
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_rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0)); |
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} |
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect |
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{ |
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glClearColor(0.65f, 0.65f, 0.65f, 1.0f); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glBindVertexArrayOES(_vertexArray); |
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// Render the object with GLKit |
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[self.effect prepareToDraw]; |
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glDrawArrays(GL_TRIANGLES, 0, 36); |
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// Render the object again with ES2 |
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glUseProgram(_program); |
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glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m); |
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glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m); |
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glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] ); |
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glDrawArrays(GL_TRIANGLES, 0, 36); |
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[self.imgui newFrame]; |
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// Now do our ImGUI UI |
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DebugHUD_DoInterface( &_hud ); |
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self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f); |
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// Now render Imgui |
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[self.imgui render]; |
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} |
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#pragma mark - OpenGL ES 2 shader compilation |
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- (BOOL)loadShaders |
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{ |
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GLuint vertShader, fragShader; |
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NSString *vertShaderPathname, *fragShaderPathname; |
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// Create shader program. |
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_program = glCreateProgram(); |
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// Create and compile vertex shader. |
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vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"]; |
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if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) { |
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NSLog(@"Failed to compile vertex shader"); |
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return NO; |
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} |
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// Create and compile fragment shader. |
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fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"]; |
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if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) { |
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NSLog(@"Failed to compile fragment shader"); |
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return NO; |
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} |
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// Attach vertex shader to program. |
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glAttachShader(_program, vertShader); |
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// Attach fragment shader to program. |
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glAttachShader(_program, fragShader); |
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// Bind attribute locations. |
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// This needs to be done prior to linking. |
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glBindAttribLocation(_program, GLKVertexAttribPosition, "position"); |
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glBindAttribLocation(_program, GLKVertexAttribNormal, "normal"); |
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// Link program. |
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if (![self linkProgram:_program]) { |
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NSLog(@"Failed to link program: %d", _program); |
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if (vertShader) { |
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glDeleteShader(vertShader); |
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vertShader = 0; |
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} |
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if (fragShader) { |
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glDeleteShader(fragShader); |
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fragShader = 0; |
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} |
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if (_program) { |
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glDeleteProgram(_program); |
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_program = 0; |
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} |
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return NO; |
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} |
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// Get uniform locations. |
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uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix"); |
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uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix"); |
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uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor"); |
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// Release vertex and fragment shaders. |
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if (vertShader) { |
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glDetachShader(_program, vertShader); |
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glDeleteShader(vertShader); |
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} |
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if (fragShader) { |
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glDetachShader(_program, fragShader); |
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glDeleteShader(fragShader); |
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} |
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return YES; |
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} |
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file |
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{ |
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GLint status; |
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const GLchar *source; |
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source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String]; |
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if (!source) { |
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NSLog(@"Failed to load vertex shader"); |
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return NO; |
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} |
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*shader = glCreateShader(type); |
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glShaderSource(*shader, 1, &source, NULL); |
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glCompileShader(*shader); |
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#if defined(DEBUG) |
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GLint logLength; |
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glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength); |
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if (logLength > 0) { |
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GLchar *log = (GLchar *)malloc(logLength); |
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glGetShaderInfoLog(*shader, logLength, &logLength, log); |
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NSLog(@"Shader compile log:\n%s", log); |
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free(log); |
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} |
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#endif |
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status); |
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if (status == 0) { |
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glDeleteShader(*shader); |
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return NO; |
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} |
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return YES; |
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} |
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- (BOOL)linkProgram:(GLuint)prog |
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{ |
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GLint status; |
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glLinkProgram(prog); |
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#if defined(DEBUG) |
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GLint logLength; |
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength); |
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if (logLength > 0) { |
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GLchar *log = (GLchar *)malloc(logLength); |
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glGetProgramInfoLog(prog, logLength, &logLength, log); |
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NSLog(@"Program link log:\n%s", log); |
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free(log); |
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} |
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#endif |
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glGetProgramiv(prog, GL_LINK_STATUS, &status); |
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if (status == 0) { |
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return NO; |
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} |
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return YES; |
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} |
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- (BOOL)validateProgram:(GLuint)prog |
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{ |
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GLint logLength, status; |
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glValidateProgram(prog); |
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength); |
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if (logLength > 0) { |
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GLchar *log = (GLchar *)malloc(logLength); |
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glGetProgramInfoLog(prog, logLength, &logLength, log); |
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NSLog(@"Program validate log:\n%s", log); |
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free(log); |
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} |
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glGetProgramiv(prog, GL_VALIDATE_STATUS, &status); |
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if (status == 0) { |
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return NO; |
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} |
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return YES; |
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} |
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@end
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