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Last active December 20, 2015 17:39
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//
// ViewController.m
// NSMeetupExample
//
// Created by [email protected] on 8/6/13.
//
#import "ViewController.h"
#import "SimpleGLObject.h"
#import "FlexiVertexBuffer.h"
@interface ViewController ()
{
// Rotation applied to geometry. Changes over time.
float _rotation;
// These are the objects we're drawing
NSMutableArray *_glObjects;
// EAGLContext used by the other thread;
EAGLContext *otherContext;
}
// The OpenGL ES2 rendering context
@property (strong, nonatomic) EAGLContext *context;
// A GLKit effect we'll use for lighting and transforms
@property (strong, nonatomic) GLKBaseEffect *effect;
@end
@implementation ViewController
- (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;
_glObjects = [NSMutableArray array];
[self setupGL];
}
- (void)dealloc
{
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
}
// Create a single cube, much like the Apple test case
- (void)setupSingleCube
{
// A single cube, centered at the origin
float origin[3] = {0,0,0};
float size[3] = {0.75,0.75,0.75};
FlexiVertexBuffer *flexiBuffer = [FlexiVertexBuffer
BufferWithCubeAt:origin
sized:size];
SimpleGLObject *glObject = [flexiBuffer makeSimpleGLObject];
[_glObjects addObject:glObject];
}
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
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);
[self setupSingleCube];
}
- (void)tearDownGL
{
[EAGLContext setCurrentContext:self.context];
// Tear down the buffers
for (SimpleGLObject *glObject in _glObjects)
[glObject tearDownGL];
[_glObjects removeAllObjects];
self.effect = nil;
}
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update
{
// Set up the projection matrix
float aspect = fabsf(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;
// Now the model matrix (for rotating the model)
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
// Compute the model view matrix for the object rendered with GLKit
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(-0.5f, -0.5f, -0.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
self.effect.transform.modelviewMatrix = modelViewMatrix;
_rotation += self.timeSinceLastUpdate * 0.5f;
}
- (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);
// Work through the vertex arrays (and their triangles)
@synchronized(_glObjects)
{
for (SimpleGLObject *glObject in _glObjects)
{
// See if the vertex array has been built
// We only need to do this once, but it has to be here
if (glObject.vertexArray == 0)
[glObject makeVertexArray];
glBindVertexArrayOES(glObject.vertexArray);
// Render the object with GLKit
[self.effect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, glObject.numVertices);
}
}
}
@end
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