//======================================================================== // Simple GLFW in Cocoa app example // Copyright (c) Andy Somogyi // // This is a port of the GLFW basic example, originaly // Copyright (c) Camilla Löwy // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== #import "AppDelegate.h" #include #include #include #include static void createCocoaGlfwWindow(int width, int height, int xpos, int ypos); static void cocoaGlfwStep(); static void cocoaGlfwCloseWindow(); @implementation AppDelegate @synthesize window = _windows; - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { // Insert code here to initialize your application } -(IBAction)createGlfwWindow:(id)sender { NSRect frame = self.window.frame; createCocoaGlfwWindow(700, 400, frame.size.width, 0); } -(IBAction)singleStep:(id)sender { printf("step message \n"); fflush(stdout); cocoaGlfwStep(); } -(IBAction)closeGlfwWindow:(id)sender { printf("close window message \n"); fflush(stdout); cocoaGlfwCloseWindow(); } -(IBAction)run:(id)sender { if(self.stepTimer) { return; } [self.stepTimer invalidate]; NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(singleStep:) userInfo:nil repeats:YES]; self.stepTimer = timer; } -(IBAction)stop:(id)sender { [self.stepTimer invalidate]; self.stepTimer = nil; } @end static const struct { float x, y; float r, g, b; } vertices[3] = { { -0.6f, -0.4f, 1.f, 0.f, 0.f }, { 0.6f, -0.4f, 0.f, 1.f, 0.f }, { 0.f, 0.6f, 0.f, 0.f, 1.f } }; static const char* vertex_shader_text = "#version 110\n" "uniform mat4 MVP;\n" "attribute vec3 vCol;\n" "attribute vec2 vPos;\n" "varying vec3 color;\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" " color = vCol;\n" "}\n"; static const char* fragment_shader_text = "#version 110\n" "varying vec3 color;\n" "void main()\n" "{\n" " gl_FragColor = vec4(color, 1.0);\n" "}\n"; static GLuint vertex_buffer, vertex_shader, fragment_shader, program; static GLint mvp_location, vpos_location, vcol_location; static GLFWwindow *win; static float angle = 0; static void error_callback(int error, const char* description) { fprintf(stderr, "Error: %s\n", description); } static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GLFW_TRUE); } static void window_refresh_callback(GLFWwindow* window) { float ratio; int width, height; mat4x4 m, p, mvp; glfwGetFramebufferSize(window, &width, &height); ratio = width / (float) height; glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT); mat4x4_identity(m); mat4x4_rotate_Z(m, m, angle); mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); mat4x4_mul(mvp, p, m); glUseProgram(program); glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); } static void window_close_callback(GLFWwindow* window) { glfwDestroyWindow(window); win = NULL; } static void createCocoaGlfwWindow(int width, int height, int xpos, int ypos) { glfwSetErrorCallback(error_callback); if(win) { printf("window is already open\n"); fflush(stdout); return; } if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); win = glfwCreateWindow(width, height, "Simple example", NULL, NULL); if (!win) { glfwTerminate(); exit(EXIT_FAILURE); } glfwSetKeyCallback(win, key_callback); glfwSetWindowRefreshCallback(win, window_refresh_callback); glfwSetWindowCloseCallback(win, window_close_callback); glfwMakeContextCurrent(win); gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); glfwSwapInterval(1); // NOTE: OpenGL error checks have been omitted for brevity glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); glCompileShader(vertex_shader); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); glCompileShader(fragment_shader); program = glCreateProgram(); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); mvp_location = glGetUniformLocation(program, "MVP"); vpos_location = glGetAttribLocation(program, "vPos"); vcol_location = glGetAttribLocation(program, "vCol"); glEnableVertexAttribArray(vpos_location); glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*) 0); glEnableVertexAttribArray(vcol_location); glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*) (sizeof(float) * 2)); } static void cocoaGlfwCloseWindow() { glfwDestroyWindow(win); win = NULL; } static void cocoaGlfwStep() { if(win) { angle += 0.1; window_refresh_callback(win); } }