GLShader.m 11.1 KB
Newer Older
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
1 2 3 4 5 6 7
#import <GLKit/GLKit.h>

#import "RCTBridgeModule.h"
#import "RCTLog.h"
#import "RCTConvert.h"
#import "GLShader.h"

8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
GLuint compileShader (NSString* shaderName, NSString* shaderString, GLenum shaderType) {
  
  GLuint shaderHandle = glCreateShader(shaderType);
  
  const char * shaderStringUTF8 = [shaderString UTF8String];
  int shaderStringLength = (int) [shaderString length];
  glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength);
  
  glCompileShader(shaderHandle);
  
  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];
    RCTLogError(@"Shader '%@' failed to compile: %@", shaderName, messageString);
    return -1;
  }
  
  return shaderHandle;
}

Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
31 32 33 34 35 36
/**
 * a GLShader represents the atomic component of GL React Native.
 * It currently statically holds a program that renders 2 static triangles over the full viewport (2D)
 */
@implementation GLShader
{
37
  NSString *_name;
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
38 39 40 41 42 43 44 45
  EAGLContext *_context; // Context related to this shader
  GLuint program; // Program of the shader
  GLuint buffer; // the buffer currently contains 2 static triangles covering the surface
  GLint pointerLoc; // The "pointer" attribute is used to iterate over vertex
  NSDictionary *_uniformTypes; // The types of the GLSL uniforms (N.B: array are not supported)
  NSDictionary *_uniformLocations; // The uniform locations cache
}

46
- (instancetype)initWithContext: (EAGLContext*)context withName:(NSString *)name withVert:(NSString *)vert withFrag:(NSString *)frag
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
47 48 49
{
  self = [super init];
  if (self) {
50
    _name = name;
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67
    _context = context;
    _vert = vert;
    _frag = frag;
    [self makeProgram];
  }
  return self;
}

- (void)dealloc
{
  glDeleteProgram(program);
  glDeleteBuffers(1, &buffer);
}

- (bool) ensureContext
{
  if (![EAGLContext setCurrentContext:_context]) {
68
    RCTLogError(@"Shader '%@': Failed to set current OpenGL context", _name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
69 70 71 72 73 74 75 76 77
    return false;
  }
  return true;
}

- (void) bind
{
  if (![self ensureContext]) return;
  if ( glIsProgram(program) != GL_TRUE ){
78
    RCTLogError(@"Shader '%@': not a program!", _name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
79 80 81 82 83 84 85 86 87 88 89
    return;
  }
  glUseProgram(program);
  glBindBuffer(GL_ARRAY_BUFFER, buffer);
  glEnableVertexAttribArray(pointerLoc);
  glVertexAttribPointer(pointerLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}

- (void) setUniform: (NSString *)name withValue:(id)value
{
  if ([_uniformLocations objectForKey:name] == nil) {
90
    RCTLogError(@"Shader '%@': uniform '%@' does not exist", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
91 92 93 94 95 96 97 98 99 100
    return;
  }
  GLint location = [_uniformLocations[name] intValue];
  GLenum type = [_uniformTypes[name] intValue];

  switch (type)
  {
    case GL_FLOAT: {
      NSNumber *v = [RCTConvert NSNumber:value];
      if (!v) {
101
        RCTLogError(@"Shader '%@': uniform '%@' should be a float", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
102 103 104 105 106 107 108 109 110
        return;
      }
      glUniform1f(location, [v floatValue]);
      break;
    }

    case GL_INT: {
      NSNumber *v = [RCTConvert NSNumber:value];
      if (!v) {
111
        RCTLogError(@"Shader '%@': uniform '%@' should be a int", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
112 113 114 115 116 117 118 119 120 121 122 123 124 125 126
        return;
      }
      glUniform1i(location, [v intValue]);
      break;
    }

    case GL_BOOL: {
      BOOL v = [RCTConvert BOOL:value];
      glUniform1i(location, v ? 1 : 0);
      break;
    }

    case GL_FLOAT_VEC2: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=2) {
127
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 2 numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
128 129 130 131 132 133
        return;
      }
      GLfloat arr[2];
      for (int i=0; i<2; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
134
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
135 136 137 138 139 140 141 142 143 144 145
          return;
        }
        arr[i] = [n floatValue];
      }
      glUniform2fv(location, 1, arr);
      break;
    }
      
    case GL_FLOAT_VEC3: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=3) {
146
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 3 numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
147 148 149 150 151 152
        return;
      }
      GLfloat arr[3];
      for (int i=0; i<3; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
153
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
154 155 156 157 158 159 160 161 162 163 164
          return;
        }
        arr[i] = [n floatValue];
      }
      glUniform3fv(location, 1, arr);
      break;
    }
      
    case GL_FLOAT_VEC4: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=4) {
165
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 4 numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
166 167 168 169 170 171
        return;
      }
      GLfloat arr[4];
      for (int i=0; i<4; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
172
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
173 174 175 176 177 178 179 180 181 182 183 184
          return;
        }
        arr[i] = [n floatValue];
      }
      glUniform4fv(location, 1, arr);
      break;
    }
      
    case GL_BOOL_VEC2:
    case GL_INT_VEC2: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=2) {
185
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 2 numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
186 187 188 189 190 191
        return;
      }
      GLint arr[2];
      for (int i=0; i<2; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
192
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
193 194 195 196 197 198 199 200 201 202 203 204
          return;
        }
        arr[i] = [n intValue];
      }
      glUniform2iv(location, 1, arr);
      break;
    }
      
    case GL_BOOL_VEC3:
    case GL_INT_VEC3: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=3) {
205
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 3 numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
206 207 208 209 210 211
        return;
      }
      GLint arr[3];
      for (int i=0; i<3; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
212
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
213 214 215 216 217 218 219 220 221 222 223 224
          return;
        }
        arr[i] = [n intValue];
      }
      glUniform3iv(location, 1, arr);
      break;
    }
      
    case GL_BOOL_VEC4:
    case GL_INT_VEC4: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=4) {
225
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 4 numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
226 227 228 229 230 231
        return;
      }
      GLint arr[4];
      for (int i=0; i<4; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
232
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
233 234 235 236 237 238 239 240 241 242 243
          return;
        }
        arr[i] = [n intValue];
      }
      glUniform4iv(location, 1, arr);
      break;
    }
      
    case GL_FLOAT_MAT2: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=4) {
244
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 4 numbers (matrix)", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
245 246 247 248 249 250
        return;
      }
      GLfloat arr[4];
      for (int i=0; i<4; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
251
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
252 253 254 255 256 257 258 259 260 261 262
          return;
        }
        arr[i] = [n floatValue];
      }
      glUniformMatrix2fv(location, 1, false, arr);
      break;
    }
      
    case GL_FLOAT_MAT3: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=9) {
263
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 9 numbers (matrix)", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
264 265 266 267 268 269
        return;
      }
      GLfloat arr[9];
      for (int i=0; i<9; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
270
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
271 272 273 274 275 276 277 278 279 280 281
          return;
        }
        arr[i] = [n floatValue];
      }
      glUniformMatrix3fv(location, 1, false, arr);
      break;
    }
      
    case GL_FLOAT_MAT4: {
      NSArray *v = [RCTConvert NSArray:value];
      if (!v || [v count]!=16) {
282
        RCTLogError(@"Shader '%@': uniform '%@' should be an array of 16 numbers (matrix)", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
283 284 285 286 287 288
        return;
      }
      GLfloat arr[16];
      for (int i=0; i<16; i++) {
        NSNumber *n = [RCTConvert NSNumber: v[i]];
        if (!n) {
289
          RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305
          return;
        }
        arr[i] = [n floatValue];
      }
      glUniformMatrix4fv(location, 1, false, arr);
      break;
    }

    case GL_SAMPLER_CUBE:
    case GL_SAMPLER_2D: {
      NSInteger v = [RCTConvert NSInteger:value];
      glUniform1i(location, (int) v);
      break;
    }

    default:
306
      RCTLogError(@"Shader '%@': uniform '%@': unsupported type %i", _name, name, type);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
307 308 309 310 311 312 313 314 315 316 317 318
  }
}

- (void) validate
{
  glValidateProgram(program);
  GLint validSuccess;
  glGetProgramiv(program, GL_VALIDATE_STATUS, &validSuccess);
  if (validSuccess == GL_FALSE) {
    GLchar messages[256];
    glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
    NSString *messageString = [NSString stringWithUTF8String:messages];
319
    RCTLogError(@"Shader '%@': Validation failed %@", _name, messageString);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348
  }
}

- (void) computeMeta
{
  NSMutableDictionary *uniforms = @{}.mutableCopy;
  NSMutableDictionary *locations = @{}.mutableCopy;
  int nbUniforms;
  GLchar name[256];
  GLenum type;
  GLint size;
  GLsizei length;
  glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &nbUniforms);
  for (int i=0; i<nbUniforms; i++) {
    glGetActiveUniform(program, i, sizeof(name), &length, &size, &type, name);
    GLint location = glGetUniformLocation(program, name);
    NSString *uniformName = [NSString stringWithUTF8String:name];
    uniforms[uniformName] = [NSNumber numberWithInt:type];
    locations[uniformName] = [NSNumber numberWithInt:location];

  }
  _uniformTypes = uniforms;
  _uniformLocations = locations;
}

- (void) makeProgram
{
  if (![self ensureContext]) return;

349
  GLuint vertex = compileShader(_name, _vert, GL_VERTEX_SHADER);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
350 351
  if (vertex == -1) return;

352
  GLuint fragment = compileShader(_name, _frag, GL_FRAGMENT_SHADER);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
353 354 355 356 357 358 359 360 361 362 363 364 365
  if (fragment == -1) return;

  program = glCreateProgram();
  glAttachShader(program, vertex);
  glAttachShader(program, fragment);
  glLinkProgram(program);

  GLint linkSuccess;
  glGetProgramiv(program, GL_LINK_STATUS, &linkSuccess);
  if (linkSuccess == GL_FALSE) {
    GLchar messages[256];
    glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
    NSString *messageString = [NSString stringWithUTF8String:messages];
366
    RCTLogError(@"Shader '%@': Linking failed %@", _name, messageString);
Gaëtan Renaudeau's avatar
Gaëtan Renaudeau committed
367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390
    return;
  }

  glUseProgram(program);

  [self computeMeta];

  pointerLoc = glGetAttribLocation(program, "position");

  glGenBuffers(1, &buffer);
  glBindBuffer(GL_ARRAY_BUFFER, buffer);
  GLfloat buf[] = {
    -1.0, -1.0,
    1.0, -1.0,
    -1.0,  1.0,
    -1.0,  1.0,
    1.0, -1.0,
    1.0,  1.0
  };
  glBufferData(GL_ARRAY_BUFFER, sizeof(buf), buf, GL_STATIC_DRAW);
}


@end