iOS example working based on modified OpenGL3 example + Synergy
This commit is contained in:
@@ -0,0 +1,481 @@
|
||||
//
|
||||
// GameViewController.m
|
||||
// imguiex
|
||||
//
|
||||
#import "GameViewController.h"
|
||||
#import <OpenGLES/ES2/glext.h>
|
||||
|
||||
#import "imgui_impl_ios.h"
|
||||
#import "debug_hud.h"
|
||||
|
||||
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
|
||||
|
||||
#define SERVERNAME_KEY @"ServerName"
|
||||
|
||||
#define SERVERNAME_ALERT_TAG (10)
|
||||
|
||||
// Uniform index.
|
||||
enum
|
||||
{
|
||||
UNIFORM_MODELVIEWPROJECTION_MATRIX,
|
||||
UNIFORM_NORMAL_MATRIX,
|
||||
UNIFORM_DIFFUSE_COLOR,
|
||||
|
||||
NUM_UNIFORMS
|
||||
};
|
||||
GLint uniforms[NUM_UNIFORMS];
|
||||
|
||||
// Attribute index.
|
||||
enum
|
||||
{
|
||||
ATTRIB_VERTEX,
|
||||
ATTRIB_NORMAL,
|
||||
NUM_ATTRIBUTES
|
||||
};
|
||||
|
||||
GLfloat gCubeVertexData[216] =
|
||||
{
|
||||
// Data layout for each line below is:
|
||||
// positionX, positionY, positionZ, normalX, normalY, normalZ,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
|
||||
};
|
||||
|
||||
@interface GameViewController () <UIAlertViewDelegate>
|
||||
{
|
||||
GLuint _program;
|
||||
|
||||
GLKMatrix4 _modelViewProjectionMatrix;
|
||||
GLKMatrix3 _normalMatrix;
|
||||
float _rotation;
|
||||
|
||||
GLuint _vertexArray;
|
||||
GLuint _vertexBuffer;
|
||||
|
||||
DebugHUD _hud;
|
||||
}
|
||||
@property (strong, nonatomic) EAGLContext *context;
|
||||
@property (strong, nonatomic) GLKBaseEffect *effect;
|
||||
@property (strong, nonatomic) ImGuiHelper *imgui;
|
||||
@property (weak, nonatomic) IBOutlet UIButton *btnServername;
|
||||
|
||||
@property (strong, nonatomic) NSString *serverName;
|
||||
|
||||
- (IBAction)onServernameTapped:(id)sender;
|
||||
|
||||
- (void)setupGL;
|
||||
- (void)tearDownGL;
|
||||
|
||||
- (BOOL)loadShaders;
|
||||
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
|
||||
- (BOOL)linkProgram:(GLuint)prog;
|
||||
- (BOOL)validateProgram:(GLuint)prog;
|
||||
@end
|
||||
|
||||
@implementation GameViewController
|
||||
|
||||
- (void)viewDidLoad
|
||||
{
|
||||
[super viewDidLoad];
|
||||
|
||||
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
|
||||
|
||||
if (!self.context) {
|
||||
NSLog(@"Failed to create ES context");
|
||||
}
|
||||
|
||||
GLKView *view = (GLKView *)self.view;
|
||||
view.context = self.context;
|
||||
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
|
||||
|
||||
[self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
|
||||
|
||||
[self setupGL];
|
||||
|
||||
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
|
||||
self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
|
||||
self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
|
||||
if (self.serverName)
|
||||
{
|
||||
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
|
||||
[self.imgui connectServer: self.serverName ];
|
||||
}
|
||||
|
||||
DebugHUD_InitDefaults( &_hud );
|
||||
}
|
||||
|
||||
- (void)dealloc
|
||||
{
|
||||
[self tearDownGL];
|
||||
|
||||
if ([EAGLContext currentContext] == self.context) {
|
||||
[EAGLContext setCurrentContext:nil];
|
||||
}
|
||||
}
|
||||
|
||||
- (void)didReceiveMemoryWarning
|
||||
{
|
||||
[super didReceiveMemoryWarning];
|
||||
|
||||
if ([self isViewLoaded] && ([[self view] window] == nil)) {
|
||||
self.view = nil;
|
||||
|
||||
[self tearDownGL];
|
||||
|
||||
if ([EAGLContext currentContext] == self.context) {
|
||||
[EAGLContext setCurrentContext:nil];
|
||||
}
|
||||
self.context = nil;
|
||||
}
|
||||
|
||||
// Dispose of any resources that can be recreated.
|
||||
}
|
||||
|
||||
|
||||
- (BOOL)prefersStatusBarHidden {
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (IBAction)onServernameTapped:(id)sender
|
||||
{
|
||||
UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
|
||||
alert.alertViewStyle = UIAlertViewStylePlainTextInput;
|
||||
alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
|
||||
[alert show];
|
||||
}
|
||||
|
||||
- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
|
||||
{
|
||||
if ((buttonIndex==0)&&(alertView.tag==SERVERNAME_ALERT_TAG))
|
||||
{
|
||||
// This is really janky. I usually just hardcode the servername since I'm building it anyway.
|
||||
// If you want to properly handle updating the server, you'll want to tear down and recreate
|
||||
// the usynergy stuff in connectServer
|
||||
BOOL serverNameWasSet = self.serverName.length > 0;
|
||||
NSString *serverName = [[alertView textFieldAtIndex:0] text];
|
||||
|
||||
if ([serverName length] > 0) {
|
||||
self.serverName = serverName;
|
||||
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
|
||||
[userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
|
||||
[userDefaults synchronize];
|
||||
|
||||
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
|
||||
|
||||
// If we hadn't previously connected, try now
|
||||
if (!serverNameWasSet) {
|
||||
[self.imgui connectServer:self.serverName];
|
||||
}
|
||||
else
|
||||
{
|
||||
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
|
||||
message:@"Restart the app to connect the server"
|
||||
delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
|
||||
[alert show];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
- (void)setupGL
|
||||
{
|
||||
[EAGLContext setCurrentContext:self.context];
|
||||
|
||||
[self loadShaders];
|
||||
|
||||
self.effect = [[GLKBaseEffect alloc] init];
|
||||
self.effect.light0.enabled = GL_TRUE;
|
||||
self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glGenVertexArraysOES(1, &_vertexArray);
|
||||
glBindVertexArrayOES(_vertexArray);
|
||||
|
||||
glGenBuffers(1, &_vertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(GLKVertexAttribPosition);
|
||||
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
|
||||
glEnableVertexAttribArray(GLKVertexAttribNormal);
|
||||
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
|
||||
|
||||
glBindVertexArrayOES(0);
|
||||
|
||||
|
||||
}
|
||||
|
||||
- (void)tearDownGL
|
||||
{
|
||||
[EAGLContext setCurrentContext:self.context];
|
||||
|
||||
glDeleteBuffers(1, &_vertexBuffer);
|
||||
glDeleteVertexArraysOES(1, &_vertexArray);
|
||||
|
||||
self.effect = nil;
|
||||
|
||||
if (_program) {
|
||||
glDeleteProgram(_program);
|
||||
_program = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#pragma mark - GLKView and GLKViewController delegate methods
|
||||
|
||||
- (void)update
|
||||
{
|
||||
float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
|
||||
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
|
||||
|
||||
self.effect.transform.projectionMatrix = projectionMatrix;
|
||||
|
||||
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
|
||||
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
// Compute the model view matrix for the object rendered with GLKit
|
||||
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
|
||||
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
|
||||
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
|
||||
|
||||
self.effect.transform.modelviewMatrix = modelViewMatrix;
|
||||
|
||||
// Compute the model view matrix for the object rendered with ES2
|
||||
modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
|
||||
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
|
||||
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
|
||||
|
||||
_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
|
||||
|
||||
_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
|
||||
|
||||
_rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
|
||||
}
|
||||
|
||||
|
||||
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
|
||||
{
|
||||
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindVertexArrayOES(_vertexArray);
|
||||
|
||||
// Render the object with GLKit
|
||||
[self.effect prepareToDraw];
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
// Render the object again with ES2
|
||||
glUseProgram(_program);
|
||||
|
||||
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
|
||||
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
|
||||
glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
[self.imgui newFrame];
|
||||
|
||||
// Now do our ImGUI UI
|
||||
DebugHUD_DoInterface( &_hud );
|
||||
|
||||
self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
|
||||
|
||||
// Now render Imgui
|
||||
[self.imgui render];
|
||||
|
||||
}
|
||||
|
||||
#pragma mark - OpenGL ES 2 shader compilation
|
||||
|
||||
- (BOOL)loadShaders
|
||||
{
|
||||
GLuint vertShader, fragShader;
|
||||
NSString *vertShaderPathname, *fragShaderPathname;
|
||||
|
||||
// Create shader program.
|
||||
_program = glCreateProgram();
|
||||
|
||||
// Create and compile vertex shader.
|
||||
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
|
||||
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
|
||||
NSLog(@"Failed to compile vertex shader");
|
||||
return NO;
|
||||
}
|
||||
|
||||
// Create and compile fragment shader.
|
||||
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
|
||||
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
|
||||
NSLog(@"Failed to compile fragment shader");
|
||||
return NO;
|
||||
}
|
||||
|
||||
// Attach vertex shader to program.
|
||||
glAttachShader(_program, vertShader);
|
||||
|
||||
// Attach fragment shader to program.
|
||||
glAttachShader(_program, fragShader);
|
||||
|
||||
// Bind attribute locations.
|
||||
// This needs to be done prior to linking.
|
||||
glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
|
||||
glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
|
||||
|
||||
// Link program.
|
||||
if (![self linkProgram:_program]) {
|
||||
NSLog(@"Failed to link program: %d", _program);
|
||||
|
||||
if (vertShader) {
|
||||
glDeleteShader(vertShader);
|
||||
vertShader = 0;
|
||||
}
|
||||
if (fragShader) {
|
||||
glDeleteShader(fragShader);
|
||||
fragShader = 0;
|
||||
}
|
||||
if (_program) {
|
||||
glDeleteProgram(_program);
|
||||
_program = 0;
|
||||
}
|
||||
|
||||
return NO;
|
||||
}
|
||||
|
||||
// Get uniform locations.
|
||||
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
|
||||
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
|
||||
uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
|
||||
|
||||
// Release vertex and fragment shaders.
|
||||
if (vertShader) {
|
||||
glDetachShader(_program, vertShader);
|
||||
glDeleteShader(vertShader);
|
||||
}
|
||||
if (fragShader) {
|
||||
glDetachShader(_program, fragShader);
|
||||
glDeleteShader(fragShader);
|
||||
}
|
||||
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (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);
|
||||
|
||||
#if defined(DEBUG)
|
||||
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);
|
||||
}
|
||||
#endif
|
||||
|
||||
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
|
||||
if (status == 0) {
|
||||
glDeleteShader(*shader);
|
||||
return NO;
|
||||
}
|
||||
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (BOOL)linkProgram:(GLuint)prog
|
||||
{
|
||||
GLint status;
|
||||
glLinkProgram(prog);
|
||||
|
||||
#if defined(DEBUG)
|
||||
GLint logLength;
|
||||
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0) {
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
glGetProgramInfoLog(prog, logLength, &logLength, log);
|
||||
NSLog(@"Program link log:\n%s", log);
|
||||
free(log);
|
||||
}
|
||||
#endif
|
||||
|
||||
glGetProgramiv(prog, GL_LINK_STATUS, &status);
|
||||
if (status == 0) {
|
||||
return NO;
|
||||
}
|
||||
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (BOOL)validateProgram:(GLuint)prog
|
||||
{
|
||||
GLint logLength, status;
|
||||
|
||||
glValidateProgram(prog);
|
||||
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0) {
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
glGetProgramInfoLog(prog, logLength, &logLength, log);
|
||||
NSLog(@"Program validate log:\n%s", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
|
||||
if (status == 0) {
|
||||
return NO;
|
||||
}
|
||||
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
||||
Reference in New Issue
Block a user