Hello. I am attempting to learn OpenGL ES 2 with this tutorial. I am having a hard time figuring out when the defined Vertices[] in Objective-C is being passed along to the shaders. Here is my code so far:
This code is a simple OpenGLView (subclass of UIView w/CAEAGLLayer). A rainbow effect is drawn onto the screen. Can someone point out in the code where the definite line is where Objective-C gives the Vertices off to the shaders. I could probably back track if I had the line that says "Hey shaders, here are the Vertices and Indices". I would even like it if someone could just show me a flow-chart type thing (this --> this) of the roadmap from Objc to the shaders -- Not the Cocoa stuff, just gl.
Thanks!!
Code:
#import "OpenGLView.h"
@implementation OpenGLView
typedef struct{
float Position[3];
float Color[4];
}
Vertex;
const Vertex Vertices[] = {
{{1, -1, 0}, {1, 0, 0, 1}},
{{1, 1, 0}, {0, 1, 0, 1}},
{{-1, 1, 0}, {0, 0, 1, 1}},
{{-1, -1, 0}, {0, 0, 0, 1}}};
const GLubyte Indices[] = {
0,1,2,
2,3,0
};
- (GLuint)compileShader:(NSString*)shaderName withType:(GLenum)shaderType {
// 1
NSString* shaderPath = [[NSBundle mainBundle] pathForResource:shaderName
ofType:@"glsl"];
NSError* error;
NSString* shaderString = [NSString stringWithContentsOfFile:shaderPath
encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog(@"Error loading shader: %@", error.localizedDescription);
exit(1);
}
// 2
GLuint shaderHandle = glCreateShader(shaderType);
// 3
const char * shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = [shaderString length];
glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength);
// 4
glCompileShader(shaderHandle);
// 5
GLint compileSuccess;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
return shaderHandle;
}
- (void)compileShaders {
// 1
GLuint vertexShader = [self compileShader:@"SimpleVertex"
withType:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShader:@"SimpleFragmentShader"
withType:GL_FRAGMENT_SHADER];
// 2
GLuint programHandle = glCreateProgram();
glAttachShader(programHandle, vertexShader);
glAttachShader(programHandle, fragmentShader);
glLinkProgram(programHandle);
// 3
GLint linkSuccess;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(programHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
// 4
glUseProgram(programHandle);
// 5
_positionSlot = glGetAttribLocation(programHandle, "Position");
_colorSlot = glGetAttribLocation(programHandle, "SourceColor");
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_colorSlot);
}
-(GLuint)setupVBOs{
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
GLuint indexBuffer;
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setupLayer];
[self setupContext];
[self setupRenderBuffer];
[self setupFrameBuffer];
[self compileShaders];
[self setupVBOs];
[self render];
}
return self;
}
+(Class)layerClass{
return [CAEAGLLayer class];
}
- (void)setupLayer {
_eaglLayer = (CAEAGLLayer*) self.layer;
_eaglLayer.opaque = YES;
}
- (void)setupContext {
EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
_context = [[EAGLContext alloc] initWithAPI:api];
if (!_context) {
NSLog(@"Failed to initialize OpenGLES 2.0 context");
exit(1);
}
if (![EAGLContext setCurrentContext:_context]) {
NSLog(@"Failed to set current OpenGL context");
exit(1);
}
}
-(void)setupRenderBuffer{
glGenRenderbuffers(1, &_colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
}
-(void)setupFrameBuffer{
GLuint frameBuffer;
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer);
}
-(void)render{
glClearColor(0, 104.0/255.0, 55.0/255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]), GL_UNSIGNED_BYTE, 0);
[_context presentRenderbuffer:GL_RENDERBUFFER];
}
@end
This code is a simple OpenGLView (subclass of UIView w/CAEAGLLayer). A rainbow effect is drawn onto the screen. Can someone point out in the code where the definite line is where Objective-C gives the Vertices off to the shaders. I could probably back track if I had the line that says "Hey shaders, here are the Vertices and Indices". I would even like it if someone could just show me a flow-chart type thing (this --> this) of the roadmap from Objc to the shaders -- Not the Cocoa stuff, just gl.
Thanks!!