481 lines
14 KiB
Objective-C
481 lines
14 KiB
Objective-C
//
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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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}
|
|
|
|
return YES;
|
|
}
|
|
|
|
@end
|