The simplest, minimalistic, opengl 3.2 cocoa project

天大地大妈咪最大 提交于 2019-12-04 03:31:44
nik

https://stackoverflow.com/a/22502999/4946861

In xcode 6.3.2 I got the example running afterreplacement of

(id)initWithFrame:(NSRect)frame
with
(void)awakeFromNib

and replacement of

self = [super initWithFrame:frame pixelFormat:pixelFormat];
with
super.pixelFormat=pixelFormat;

and deletion of
return self;

or written out in detail:

#import "MyOpenGLView.h"

@implementation MyOpenGLView


- (void)awakeFromNib
{
    NSLog(@"...was here");
    // 1. Create a context with opengl pixel format
    NSOpenGLPixelFormatAttribute pixelFormatAttributes[] =
    {
        NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
        NSOpenGLPFAColorSize    , 24                           ,
        NSOpenGLPFAAlphaSize    , 8                            ,
        NSOpenGLPFADoubleBuffer ,
        NSOpenGLPFAAccelerated  ,
        NSOpenGLPFANoRecovery   ,
        0
    };
    NSOpenGLPixelFormat *pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:pixelFormatAttributes];

    super.pixelFormat=pixelFormat;

    // 2. Make the context current
    [[self openGLContext] makeCurrentContext];

    // 3. Define and compile vertex and fragment shaders
    GLuint  vs;
    GLuint  fs;
    const char    *vss="#version 150\n\
    uniform vec2 p;\
    in vec4 position;\
    in vec4 colour;\
    out vec4 colourV;\
    void main (void)\
    {\
    colourV = colour;\
    gl_Position = vec4(p, 0.0, 0.0) + position;\
    }";
    const char    *fss="#version 150\n\
    in vec4 colourV;\
    out vec4 fragColour;\
    void main(void)\
    {\
    fragColour = colourV;\
    }";
    vs = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vs, 1, &vss, NULL);
    glCompileShader(vs);
    fs = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fs, 1, &fss, NULL);
    glCompileShader(fs);
    printf("vs: %i, fs: %i\n",vs,fs);

    // 4. Attach the shaders
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vs);
    glAttachShader(shaderProgram, fs);
    glBindFragDataLocation(shaderProgram, 0, "fragColour");
    glLinkProgram(shaderProgram);

    // 5. Get pointers to uniforms and attributes
    positionUniform = glGetUniformLocation(shaderProgram, "p");
    colourAttribute = glGetAttribLocation(shaderProgram, "colour");
    positionAttribute = glGetAttribLocation(shaderProgram, "position");
    glDeleteShader(vs);
    glDeleteShader(fs);
    printf("positionUniform: %i, colourAttribute: %i, positionAttribute: %i\n",positionUniform,colourAttribute,positionAttribute);

    // 6. Upload vertices (1st four values in a row) and colours (following four values)
    GLfloat vertexData[]= { -0.5,-0.5,0.0,1.0,   1.0,0.0,0.0,1.0,
        -0.5, 0.5,0.0,1.0,   0.0,1.0,0.0,1.0,
        0.5, 0.5,0.0,1.0,   0.0,0.0,1.0,1.0,
        0.5,-0.5,0.0,1.0,   1.0,1.0,1.0,1.0};
    glGenVertexArrays(1, &vertexArrayObject);
    glBindVertexArray(vertexArrayObject);

    glGenBuffers(1, &vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glBufferData(GL_ARRAY_BUFFER, 4*8*sizeof(GLfloat), vertexData, GL_STATIC_DRAW);

    glEnableVertexAttribArray((GLuint)positionAttribute);
    glEnableVertexAttribArray((GLuint)colourAttribute  );
    glVertexAttribPointer((GLuint)positionAttribute, 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), 0);
    glVertexAttribPointer((GLuint)colourAttribute  , 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (char*)0+4*sizeof(GLfloat));

}


- (void)drawRect:(NSRect)dirtyRect {
    [super drawRect:dirtyRect];

    // Drawing code here.

    glClearColor(0.0, 0.0, 0.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);
    glUseProgram(shaderProgram);
    GLfloat p[]={0,0};
    glUniform2fv(positionUniform, 1, (const GLfloat *)&p);
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

    [[self openGLContext] flushBuffer];
}

@end

Here's an answer based on the code in https://github.com/beelsebob/Cocoa-GL-Tutorial I changed these things: (1) The openGL context is created in a custom NSOpenGLView and not directly appended to the window. (2) I all the initialisation in one single function. (3) I deleted all the error verification code. This is not something you should do for a product, but I find it easier to understand the code with less clutter... (look at Cocoa-GL-Tutorial for proper error handling).

The steps (tested with Xcode 5.1):

  1. Make a new cocoa application
  2. Add a Custom View to the app window in the interface builder
  3. Add an Objective-C class, subclassing NSOpenGLView, I called it MyOpenGLView
  4. In the interface builder, select the CustomView, select the Identity Inspector (one of the icons top-right), and in Custom Class select MyOpenGLView
  5. Now, this is the code for MyOpenGLView.h:

    #import <Cocoa/Cocoa.h>
    #import <OpenGL/OpenGL.h>
    #import <OpenGL/gl3.h>

    @interface MyOpenGLView : NSOpenGLView
    {
        GLuint shaderProgram;
        GLuint vertexArrayObject;
        GLuint vertexBuffer;

        GLint positionUniform;
        GLint colourAttribute;
        GLint positionAttribute;
    }
    @end

And this is the code for MyOpenGLView.m:


    #import "MyOpenGLView.h"

    @implementation MyOpenGLView

    - (id)initWithFrame:(NSRect)frame
    {
        // 1. Create a context with opengl pixel format
        NSOpenGLPixelFormatAttribute pixelFormatAttributes[] =
        {
            NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
            NSOpenGLPFAColorSize    , 24                           ,
            NSOpenGLPFAAlphaSize    , 8                            ,
            NSOpenGLPFADoubleBuffer ,
            NSOpenGLPFAAccelerated  ,
            NSOpenGLPFANoRecovery   ,
            0
        };
        NSOpenGLPixelFormat *pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:pixelFormatAttributes];
        self = [super initWithFrame:frame pixelFormat:pixelFormat];

        // 2. Make the context current
        [[self openGLContext] makeCurrentContext];

        // 3. Define and compile vertex and fragment shaders
        GLuint  vs;
        GLuint  fs;
        const char    *vss="#version 150\n\
        uniform vec2 p;\
        in vec4 position;\
        in vec4 colour;\
        out vec4 colourV;\
        void main (void)\
        {\
        colourV = colour;\
        gl_Position = vec4(p, 0.0, 0.0) + position;\
        }";
        const char    *fss="#version 150\n\
        in vec4 colourV;\
        out vec4 fragColour;\
        void main(void)\
        {\
        fragColour = colourV;\
        }";
        vs = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vs, 1, &vss, NULL);
        glCompileShader(vs);
        fs = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fs, 1, &fss, NULL);
        glCompileShader(fs);
        printf("vs: %i, fs: %i\n",vs,fs);

        // 4. Attach the shaders
        shaderProgram = glCreateProgram();
        glAttachShader(shaderProgram, vs);
        glAttachShader(shaderProgram, fs);
        glBindFragDataLocation(shaderProgram, 0, "fragColour");
        glLinkProgram(shaderProgram);

        // 5. Get pointers to uniforms and attributes
        positionUniform = glGetUniformLocation(shaderProgram, "p");
        colourAttribute = glGetAttribLocation(shaderProgram, "colour");
        positionAttribute = glGetAttribLocation(shaderProgram, "position");
        glDeleteShader(vs);
        glDeleteShader(fs);
        printf("positionUniform: %i, colourAttribute: %i, positionAttribute: %i\n",positionUniform,colourAttribute,positionAttribute);

        // 6. Upload vertices (1st four values in a row) and colours (following four values)
        GLfloat vertexData[]= { -0.5,-0.5,0.0,1.0,   1.0,0.0,0.0,1.0,
                                -0.5, 0.5,0.0,1.0,   0.0,1.0,0.0,1.0,
                                 0.5, 0.5,0.0,1.0,   0.0,0.0,1.0,1.0,
                                 0.5,-0.5,0.0,1.0,   1.0,1.0,1.0,1.0};
        glGenVertexArrays(1, &vertexArrayObject);
        glBindVertexArray(vertexArrayObject);

        glGenBuffers(1, &vertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, 4*8*sizeof(GLfloat), vertexData, GL_STATIC_DRAW);

        glEnableVertexAttribArray((GLuint)positionAttribute);
        glEnableVertexAttribArray((GLuint)colourAttribute  );
        glVertexAttribPointer((GLuint)positionAttribute, 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), 0);
        glVertexAttribPointer((GLuint)colourAttribute  , 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (char*)0+4*sizeof(GLfloat));

        return self;
    }

    - (void)drawRect:(NSRect)dirtyRect
    {
        [super drawRect:dirtyRect];

        glClearColor(0.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        glUseProgram(shaderProgram);
        GLfloat p[]={0,0};
        glUniform2fv(positionUniform, 1, (const GLfloat *)&p);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        [[self openGLContext] flushBuffer];
    }

    @end

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