istereo

annotate src/ES1Renderer.m @ 14:b39d8607f4bb

added textures
author John Tsiombikas <nuclear@mutantstargoat.com>
date Wed, 07 Sep 2011 09:03:51 +0300
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nuclear@0 1 //
nuclear@0 2 // ES1Renderer.m
nuclear@0 3 // istereo
nuclear@0 4 //
nuclear@0 5 // Created by nuclear on 9/6/11.
nuclear@0 6 // Copyright __MyCompanyName__ 2011. All rights reserved.
nuclear@0 7 //
nuclear@0 8
nuclear@0 9 #import "ES1Renderer.h"
nuclear@0 10
nuclear@0 11 @implementation ES1Renderer
nuclear@0 12
nuclear@0 13 // Create an OpenGL ES 1.1 context
nuclear@0 14 - (id)init
nuclear@0 15 {
nuclear@0 16 if ((self = [super init]))
nuclear@0 17 {
nuclear@0 18 context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
nuclear@0 19
nuclear@0 20 if (!context || ![EAGLContext setCurrentContext:context])
nuclear@0 21 {
nuclear@0 22 [self release];
nuclear@0 23 return nil;
nuclear@0 24 }
nuclear@0 25
nuclear@0 26 // Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
nuclear@0 27 glGenFramebuffersOES(1, &defaultFramebuffer);
nuclear@0 28 glGenRenderbuffersOES(1, &colorRenderbuffer);
nuclear@0 29 glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
nuclear@0 30 glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
nuclear@0 31 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
nuclear@0 32 }
nuclear@0 33
nuclear@0 34 return self;
nuclear@0 35 }
nuclear@0 36
nuclear@0 37 - (void)render
nuclear@0 38 {
nuclear@0 39 // Replace the implementation of this method to do your own custom drawing
nuclear@0 40
nuclear@0 41 static const GLfloat squareVertices[] = {
nuclear@0 42 -0.5f, -0.33f,
nuclear@0 43 0.5f, -0.33f,
nuclear@0 44 -0.5f, 0.33f,
nuclear@0 45 0.5f, 0.33f,
nuclear@0 46 };
nuclear@0 47
nuclear@0 48 static const GLubyte squareColors[] = {
nuclear@0 49 255, 255, 0, 255,
nuclear@0 50 0, 255, 255, 255,
nuclear@0 51 0, 0, 0, 0,
nuclear@0 52 255, 0, 255, 255,
nuclear@0 53 };
nuclear@0 54
nuclear@0 55 static float transY = 0.0f;
nuclear@0 56
nuclear@0 57 // This application only creates a single context which is already set current at this point.
nuclear@0 58 // This call is redundant, but needed if dealing with multiple contexts.
nuclear@0 59 [EAGLContext setCurrentContext:context];
nuclear@0 60
nuclear@0 61 // This application only creates a single default framebuffer which is already bound at this point.
nuclear@0 62 // This call is redundant, but needed if dealing with multiple framebuffers.
nuclear@0 63 glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
nuclear@0 64 glViewport(0, 0, backingWidth, backingHeight);
nuclear@0 65
nuclear@0 66 glMatrixMode(GL_PROJECTION);
nuclear@0 67 glLoadIdentity();
nuclear@0 68 glMatrixMode(GL_MODELVIEW);
nuclear@0 69 glLoadIdentity();
nuclear@0 70 glTranslatef(0.0f, (GLfloat)(sinf(transY)/2.0f), 0.0f);
nuclear@0 71 transY += 0.075f;
nuclear@0 72
nuclear@0 73 glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
nuclear@0 74 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 75
nuclear@0 76 glVertexPointer(2, GL_FLOAT, 0, squareVertices);
nuclear@0 77 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@0 78 glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors);
nuclear@0 79 glEnableClientState(GL_COLOR_ARRAY);
nuclear@0 80
nuclear@0 81 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
nuclear@0 82
nuclear@0 83 // This application only creates a single color renderbuffer which is already bound at this point.
nuclear@0 84 // This call is redundant, but needed if dealing with multiple renderbuffers.
nuclear@0 85 glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
nuclear@0 86 [context presentRenderbuffer:GL_RENDERBUFFER_OES];
nuclear@0 87 }
nuclear@0 88
nuclear@0 89 - (BOOL)resizeFromLayer:(CAEAGLLayer *)layer
nuclear@0 90 {
nuclear@0 91 // Allocate color buffer backing based on the current layer size
nuclear@0 92 glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
nuclear@0 93 [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer];
nuclear@0 94 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
nuclear@0 95 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
nuclear@0 96
nuclear@0 97 if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
nuclear@0 98 {
nuclear@0 99 NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
nuclear@0 100 return NO;
nuclear@0 101 }
nuclear@0 102
nuclear@0 103 return YES;
nuclear@0 104 }
nuclear@0 105
nuclear@0 106 - (void)dealloc
nuclear@0 107 {
nuclear@0 108 // Tear down GL
nuclear@0 109 if (defaultFramebuffer)
nuclear@0 110 {
nuclear@0 111 glDeleteFramebuffersOES(1, &defaultFramebuffer);
nuclear@0 112 defaultFramebuffer = 0;
nuclear@0 113 }
nuclear@0 114
nuclear@0 115 if (colorRenderbuffer)
nuclear@0 116 {
nuclear@0 117 glDeleteRenderbuffersOES(1, &colorRenderbuffer);
nuclear@0 118 colorRenderbuffer = 0;
nuclear@0 119 }
nuclear@0 120
nuclear@0 121 // Tear down context
nuclear@0 122 if ([EAGLContext currentContext] == context)
nuclear@0 123 [EAGLContext setCurrentContext:nil];
nuclear@0 124
nuclear@0 125 [context release];
nuclear@0 126 context = nil;
nuclear@0 127
nuclear@0 128 [super dealloc];
nuclear@0 129 }
nuclear@0 130
nuclear@0 131 @end