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SyphonGLShader.m
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SyphonGLShader.m
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/*
SyphonGLShader.m
Syphon
Copyright 2016 bangnoise (Tom Butterworth) & vade (Anton Marini).
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#import "SyphonGLShader.h"
#import <OpenGL/gl3.h>
@implementation SyphonGLShader
{
@private
GLuint _program;
#ifdef SYPHON_CORE_RESTORE
GLint _prev;
#endif
}
+ (GLuint)createShader:(NSString *)source ofType:(GLenum)type
{
const GLchar *cSource = [source cStringUsingEncoding:NSASCIIStringEncoding];
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &cSource, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glDeleteShader(shader);
shader = 0;
}
return shader;
}
- (instancetype)initWithVertexShader:(NSString *)vert fragmentShader:(NSString *)frag
{
self = [super init];
if (self)
{
GLint status = GL_TRUE;
GLuint vertShader = [[self class] createShader:vert ofType:GL_VERTEX_SHADER];
GLuint fragShader = [[self class] createShader:frag ofType:GL_FRAGMENT_SHADER];
if (vertShader && fragShader)
{
_program = glCreateProgram();
glAttachShader(_program, vertShader);
glAttachShader(_program, fragShader);
glLinkProgram(_program);
glGetProgramiv(_program, GL_LINK_STATUS, &status);
}
else
{
status = GL_FALSE;
}
if (vertShader)
{
glDeleteShader(vertShader);
}
if (fragShader)
{
glDeleteShader(fragShader);
}
if (status == GL_FALSE)
{
return nil;
}
}
return self;
}
- (void)dealloc
{
if (_program)
{
glDeleteProgram(_program);
}
}
- (void)useProgram
{
#ifdef SYPHON_CORE_RESTORE
glGetIntegerv(GL_CURRENT_PROGRAM, &_prev);
#endif
glUseProgram(_program);
}
- (void)endProgram
{
#ifdef SYPHON_CORE_RESTORE
glUseProgram(_prev);
#else
glUseProgram(0);
#endif
}
- (GLint)getAttributeLocation:(NSString *)name
{
return glGetAttribLocation(_program, [name cStringUsingEncoding:NSASCIIStringEncoding]);
}
@end