Commit 8595492d authored by Gaëtan Renaudeau's avatar Gaëtan Renaudeau

improve logs, fix image issue, add Simple example, start docs

- fix issue when setUniforms is called before setShader
parent cae61d26
......@@ -9,9 +9,5 @@
"gl-react-native": "../..",
"glsl-transitions": "^2015.8.17",
"react-native": "^0.9.0"
},
"devDependencies": {
"eslint": "^1.1.0",
"eslint-plugin-react": "^3.2.3"
}
}
[ignore]
# We fork some components by platform.
.*/*.web.js
.*/*.android.js
# Some modules have their own node_modules with overlap
.*/node_modules/node-haste/.*
# Ignore react-tools where there are overlaps, but don't ignore anything that
# react-native relies on
.*/node_modules/react-tools/src/React.js
.*/node_modules/react-tools/src/renderers/shared/reconciler/ReactInstanceHandles.js
.*/node_modules/react-tools/src/renderers/shared/event/EventPropagators.js
.*/node_modules/react-tools/src/renderers/shared/event/eventPlugins/ResponderEventPlugin.js
.*/node_modules/react-tools/src/renderers/shared/event/eventPlugins/ResponderSyntheticEvent.js
.*/node_modules/react-tools/src/renderers/shared/event/eventPlugins/ResponderTouchHistoryStore.js
.*/node_modules/react-tools/src/shared/vendor/core/ExecutionEnvironment.js
# Ignore commoner tests
.*/node_modules/commoner/test/.*
# See https://github.com/facebook/flow/issues/442
.*/react-tools/node_modules/commoner/lib/reader.js
# Ignore jest
.*/react-native/node_modules/jest-cli/.*
[include]
[libs]
node_modules/react-native/Libraries/react-native/react-native-interface.js
[options]
module.system=haste
suppress_type=$FlowIssue
suppress_type=$FlowFixMe
suppress_type=$FixMe
suppress_comment=\\(.\\|\n\\)*\\$FlowFixMe\\($\\|[^(]\\|(\\(>=0\\.\\(1[0-3]\\|[0-9]\\).[0-9]\\)? *\\(site=[a-z,_]*react_native[a-z,_]*\\)?)\\)
suppress_comment=\\(.\\|\n\\)*\\$FlowIssue\\((\\(>=0\\.\\(1[0-3]\\|[0-9]\\).[0-9]\\)? *\\(site=[a-z,_]*react_native[a-z,_]*\\)?)\\)? #[0-9]+
suppress_comment=\\(.\\|\n\\)*\\$FlowFixedInNextDeploy
[version]
0.13.1
# OSX
#
.DS_Store
# Xcode
#
build/
*.pbxuser
!default.pbxuser
*.mode1v3
!default.mode1v3
*.mode2v3
!default.mode2v3
*.perspectivev3
!default.perspectivev3
xcuserdata
*.xccheckout
*.moved-aside
DerivedData
*.hmap
*.ipa
*.xcuserstate
project.xcworkspace
# node.js
#
node_modules/
npm-debug.log
# OSX
#
.DS_Store
# Xcode
#
build/
*.pbxuser
!default.pbxuser
*.mode1v3
!default.mode1v3
*.mode2v3
!default.mode2v3
*.perspectivev3
!default.perspectivev3
xcuserdata
*.xccheckout
*.moved-aside
DerivedData
*.hmap
*.ipa
*.xcuserstate
# node.js
#
node_modules/
npm-debug.log
const React = require("react-native");
const GL = require("gl-react-native");
const shaders = GL.Shaders.create({
helloGL: {
frag: `
precision highp float;
varying vec2 uv; // This variable vary in all pixel position (normalized from vec2(0.0,0.0) to vec2(1.0,1.0))
void main () { // This function is called FOR EACH PIXEL
gl_FragColor = vec4(uv.x, uv.y, 0.5, 1.0); // red vary over X, green vary over Y, blue is 50%, alpha is 100%.
}
`
}
});
class HelloGL extends React.Component {
render () {
const { width, height } = this.props;
return <GL.View
shader={shaders.helloGL}
width={width}
height={height}
/>;
}
}
module.exports = HelloGL;
const React = require("react-native");
const GL = require("gl-react-native");
const shaders = GL.Shaders.create({
sepia: {
frag: `
precision highp float;
varying vec2 uv;
uniform sampler2D image;
uniform float factor;
const vec3 sepia = vec3(0.44, 0.26, 0.08);
void main () {
vec4 c = texture2D(image, uv);
gl_FragColor = vec4(mix(c.rgb, sepia, factor), c.a);
}
`
}
});
class Sepia extends React.Component {
render () {
const { width, height, factor, image } = this.props;
return <GL.View
shader={shaders.sepia}
width={width}
height={height}
uniforms={{ factor, image }}
/>;
}
}
module.exports = Sepia;
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/**
* Copyright (c) 2015-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#import <UIKit/UIKit.h>
#import <XCTest/XCTest.h>
#import "RCTAssert.h"
#import "RCTRedBox.h"
#import "RCTRootView.h"
#define TIMEOUT_SECONDS 240
#define TEXT_TO_LOOK_FOR @"Welcome to React Native!"
@interface SimpleTests : XCTestCase
@end
@implementation SimpleTests
- (BOOL)findSubviewInView:(UIView *)view matching:(BOOL(^)(UIView *view))test
{
if (test(view)) {
return YES;
}
for (UIView *subview in [view subviews]) {
if ([self findSubviewInView:subview matching:test]) {
return YES;
}
}
return NO;
}
- (void)testRendersWelcomeScreen {
UIViewController *vc = [[[[UIApplication sharedApplication] delegate] window] rootViewController];
NSDate *date = [NSDate dateWithTimeIntervalSinceNow:TIMEOUT_SECONDS];
BOOL foundElement = NO;
NSString *redboxError = nil;
while ([date timeIntervalSinceNow] > 0 && !foundElement && !redboxError) {
[[NSRunLoop mainRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate dateWithTimeIntervalSinceNow:0.1]];
[[NSRunLoop mainRunLoop] runMode:NSRunLoopCommonModes beforeDate:[NSDate dateWithTimeIntervalSinceNow:0.1]];
redboxError = [[RCTRedBox sharedInstance] currentErrorMessage];
foundElement = [self findSubviewInView:vc.view matching:^BOOL(UIView *view) {
if ([view.accessibilityLabel isEqualToString:TEXT_TO_LOOK_FOR]) {
return YES;
}
return NO;
}];
}
XCTAssertNil(redboxError, @"RedBox error: %@", redboxError);
XCTAssertTrue(foundElement, @"Couldn't find element with text '%@' in %d seconds", TEXT_TO_LOOK_FOR, TIMEOUT_SECONDS);
}
@end
/**
* Copyright (c) 2015-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (nonatomic, strong) UIWindow *window;
@end
/**
* Copyright (c) 2015-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#import "AppDelegate.h"
#import "RCTRootView.h"
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
NSURL *jsCodeLocation;
/**
* Loading JavaScript code - uncomment the one you want.
*
* OPTION 1
* Load from development server. Start the server from the repository root:
*
* $ npm start
*
* To run on device, change `localhost` to the IP address of your computer
* (you can get this by typing `ifconfig` into the terminal and selecting the
* `inet` value under `en0:`) and make sure your computer and iOS device are
* on the same Wi-Fi network.
*/
jsCodeLocation = [NSURL URLWithString:@"http://localhost:8081/index.ios.bundle"];
/**
* OPTION 2
* Load from pre-bundled file on disk. To re-generate the static bundle
* from the root of your project directory, run
*
* $ react-native bundle --minify
*
* see http://facebook.github.io/react-native/docs/runningondevice.html
*/
// jsCodeLocation = [[NSBundle mainBundle] URLForResource:@"main" withExtension:@"jsbundle"];
RCTRootView *rootView = [[RCTRootView alloc] initWithBundleURL:jsCodeLocation
moduleName:@"Simple"
launchOptions:launchOptions];
self.window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds];
UIViewController *rootViewController = [[UIViewController alloc] init];
rootViewController.view = rootView;
self.window.rootViewController = rootViewController;
[self.window makeKeyAndVisible];
return YES;
}
@end
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.XIB" version="3.0" toolsVersion="7702" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES">
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7701"/>
<capability name="Constraints with non-1.0 multipliers" minToolsVersion="5.1"/>
</dependencies>
<objects>
<placeholder placeholderIdentifier="IBFilesOwner" id="-1" userLabel="File's Owner"/>
<placeholder placeholderIdentifier="IBFirstResponder" id="-2" customClass="UIResponder"/>
<view contentMode="scaleToFill" id="iN0-l3-epB">
<rect key="frame" x="0.0" y="0.0" width="480" height="480"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<label opaque="NO" clipsSubviews="YES" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="Powered by React Native" textAlignment="center" lineBreakMode="tailTruncation" baselineAdjustment="alignBaselines" minimumFontSize="9" translatesAutoresizingMaskIntoConstraints="NO" id="8ie-xW-0ye">
<rect key="frame" x="20" y="439" width="441" height="21"/>
<fontDescription key="fontDescription" type="system" pointSize="17"/>
<color key="textColor" cocoaTouchSystemColor="darkTextColor"/>
<nil key="highlightedColor"/>
</label>
<label opaque="NO" clipsSubviews="YES" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="Simple" textAlignment="center" lineBreakMode="middleTruncation" baselineAdjustment="alignBaselines" minimumFontSize="18" translatesAutoresizingMaskIntoConstraints="NO" id="kId-c2-rCX">
<rect key="frame" x="20" y="140" width="441" height="43"/>
<fontDescription key="fontDescription" type="boldSystem" pointSize="36"/>
<color key="textColor" cocoaTouchSystemColor="darkTextColor"/>
<nil key="highlightedColor"/>
</label>
</subviews>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
<constraints>
<constraint firstItem="kId-c2-rCX" firstAttribute="centerY" secondItem="iN0-l3-epB" secondAttribute="bottom" multiplier="1/3" constant="1" id="5cJ-9S-tgC"/>
<constraint firstAttribute="centerX" secondItem="kId-c2-rCX" secondAttribute="centerX" id="Koa-jz-hwk"/>
<constraint firstAttribute="bottom" secondItem="8ie-xW-0ye" secondAttribute="bottom" constant="20" id="Kzo-t9-V3l"/>
<constraint firstItem="8ie-xW-0ye" firstAttribute="leading" secondItem="iN0-l3-epB" secondAttribute="leading" constant="20" symbolic="YES" id="MfP-vx-nX0"/>
<constraint firstAttribute="centerX" secondItem="8ie-xW-0ye" secondAttribute="centerX" id="ZEH-qu-HZ9"/>
<constraint firstItem="kId-c2-rCX" firstAttribute="leading" secondItem="iN0-l3-epB" secondAttribute="leading" constant="20" symbolic="YES" id="fvb-Df-36g"/>
</constraints>
<nil key="simulatedStatusBarMetrics"/>
<freeformSimulatedSizeMetrics key="simulatedDestinationMetrics"/>
<point key="canvasLocation" x="548" y="455"/>
</view>
</objects>
</document>
{
"images" : [
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "60x60",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "60x60",
"scale" : "3x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}
\ No newline at end of file
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>org.reactjs.native.example.$(PRODUCT_NAME:rfc1034identifier)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
<key>NSLocationWhenInUseUsageDescription</key>
<string></string>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
</array>
<key>UIViewControllerBasedStatusBarAppearance</key>
<false/>
</dict>
</plist>
// Offline JS
// To re-generate the offline bundle, run this from the root of your project:
//
// $ react-native bundle --minify
//
// See http://facebook.github.io/react-native/docs/runningondevice.html for more details.
throw new Error('Offline JS file is empty. See iOS/main.jsbundle for instructions');
/**
* Copyright (c) 2015-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
int main(int argc, char * argv[]) {
@autoreleasepool {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
const React = require("react-native");
const {
AppRegistry,
StyleSheet,
Text,
View,
ScrollView,
} = React;
const HelloGL = require("./HelloGL");
const Sepia = require("./Sepia");
const Simple = React.createClass({
render: function() {
return <ScrollView style={styles.container}>
<Text style={styles.title}>
Welcome to GL React Native!
</Text>
<View style={styles.demos}>
<Text style={styles.demoTitle}>1. Hello GL</Text>
<View style={styles.demo}>
<HelloGL width={256} height={144} />
</View>
<Text style={styles.demoTitle}>2. Sepia on an Image</Text>
<View style={styles.demo}>
<Sepia
width={256}
height={144}
factor={0.6}
image={{ uri: "http://i.imgur.com/qVxHrkY.jpg" }} />
</View>
</View>
</ScrollView>;
}
});
const styles = StyleSheet.create({
container: {
flex: 1,
backgroundColor: "#fff",
},
title: {
fontSize: 20,
textAlign: "center",
margin: 5,
marginBottom: 20,
fontWeight: "bold"
},
demos: {
flex: 1,
justifyContent: "center",
alignItems: "center",
},
demoTitle: {
fontSize: 20,
margin: 5,
fontStyle: "italic"
},
});
AppRegistry.registerComponent("Simple", () => Simple);
{
"name": "Simple",
"version": "0.0.1",
"private": true,
"scripts": {
"start": "node_modules/react-native/packager/packager.sh"
},
"dependencies": {
"gl-react-native": "file:../..",
"react-native": "^0.9.0"
}
}
......@@ -2,31 +2,43 @@
`gl-react-native` implements OpenGL bindings for react-native.
It lets you implements complex effects on top of images and components
It lets you implement complex effects on top of images and components
and in the Virtual DOM descriptive paradigm.
More technically, `gl-react-native` allows you to write a fragment shader that renders either: in a standalone way, using images, or over any UI content.
More technically, `gl-react-native` allows you to write a fragment shader that covers a View. This shader can render: some graphics/demos, any effects over images, any effects over any UI content.
A React version also exists: [`gl-react`](http://github.com/ProjectSeptemberInc/gl-react).
## Focus
- **Virtual DOM and immutable** paradigm: OpenGL is a low level imperative and mutable API. This library takes the best of it to expose it in a immutable and descriptive way.
- **Performance**
- **Developer experience**: the application does not crash if developer make mistakes, it uses React Native error message to display GLSL errors and help him developing the effects with Live Reload support.
- **Uniform bindings**: The library implements binding from the JavaScript objects to the OpenGL GLSL language types (bool, int, float, vec2, vec3, vec4, mat2, mat3, mat4, sampler2D...)
- **Support for images** as texture uniform.
- **Support for UIView rasterisation** as a texture uniform.
## Installation
a few steps are required to install gl-react-native:
a few steps are required to install `gl-react-native`:
### install the dependency from your React Native application.
**Install the dependency from your React Native application:**
```
npm i --save gl-react-native
```
### Configure your React Native Application
**Configure your React Native Application:**
![](docs/install-steps.png)
## Credits / Inspiration
## Influence / Credits
- [stack.gl](http://stack.gl/) approach
- [GLSL.io](http://glsl.io/) and [Diaporama](https://github.com/gre/diaporama)
- Source code of [React Native](https://github.com/facebook/react-native)
## Documentation
......@@ -11,7 +11,7 @@
/**
* Create a new shader with a vertex and fragment
*/
- (instancetype)initWithContext: (EAGLContext*)context withVert:(NSString *)vert withFrag:(NSString *)frag;
- (instancetype)initWithContext: (EAGLContext*)context withName:(NSString *)name withVert:(NSString *)vert withFrag:(NSString *)frag;
/**
* Bind the shader program as the current one
......
......@@ -12,6 +12,7 @@
*/
@implementation GLShader
{
NSString *_name;
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
......@@ -20,10 +21,11 @@
NSDictionary *_uniformLocations; // The uniform locations cache
}
- (instancetype)initWithContext: (EAGLContext*)context withVert:(NSString *)vert withFrag:(NSString *)frag
- (instancetype)initWithContext: (EAGLContext*)context withName:(NSString *)name withVert:(NSString *)vert withFrag:(NSString *)frag
{
self = [super init];
if (self) {
_name = name;
_context = context;
_vert = vert;
_frag = frag;
......@@ -41,7 +43,7 @@
- (bool) ensureContext
{
if (![EAGLContext setCurrentContext:_context]) {
RCTLogError(@"Failed to set current OpenGL context");
RCTLogError(@"Shader '%@': Failed to set current OpenGL context", _name);
return false;
}
return true;
......@@ -51,7 +53,7 @@
{
if (![self ensureContext]) return;
if ( glIsProgram(program) != GL_TRUE ){
RCTLogError(@"not a program!");
RCTLogError(@"Shader '%@': not a program!", _name);
return;
}
glUseProgram(program);
......@@ -63,7 +65,7 @@
- (void) setUniform: (NSString *)name withValue:(id)value
{
if ([_uniformLocations objectForKey:name] == nil) {
RCTLogError(@"uniform '%@' does not exist", name);
RCTLogError(@"Shader '%@': uniform '%@' does not exist", _name, name);
return;
}
GLint location = [_uniformLocations[name] intValue];
......@@ -74,7 +76,7 @@
case GL_FLOAT: {
NSNumber *v = [RCTConvert NSNumber:value];
if (!v) {
RCTLogError(@"uniform '%@' should be a float", name);
RCTLogError(@"Shader '%@': uniform '%@' should be a float", _name, name);
return;
}
glUniform1f(location, [v floatValue]);
......@@ -84,7 +86,7 @@
case GL_INT: {
NSNumber *v = [RCTConvert NSNumber:value];
if (!v) {
RCTLogError(@"uniform '%@' should be a int", name);
RCTLogError(@"Shader '%@': uniform '%@' should be a int", _name, name);
return;
}
glUniform1i(location, [v intValue]);
......@@ -100,14 +102,14 @@
case GL_FLOAT_VEC2: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=2) {
RCTLogError(@"uniform '%@' should be an array of 2 numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 2 numbers", _name, name);
return;
}
GLfloat arr[2];
for (int i=0; i<2; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n floatValue];
......@@ -119,14 +121,14 @@
case GL_FLOAT_VEC3: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=3) {
RCTLogError(@"uniform '%@' should be an array of 3 numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 3 numbers", _name, name);
return;
}
GLfloat arr[3];
for (int i=0; i<3; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n floatValue];
......@@ -138,14 +140,14 @@
case GL_FLOAT_VEC4: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=4) {
RCTLogError(@"uniform '%@' should be an array of 4 numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 4 numbers", _name, name);
return;
}
GLfloat arr[4];
for (int i=0; i<4; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n floatValue];
......@@ -158,14 +160,14 @@
case GL_INT_VEC2: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=2) {
RCTLogError(@"uniform '%@' should be an array of 2 numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 2 numbers", _name, name);
return;
}
GLint arr[2];
for (int i=0; i<2; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n intValue];
......@@ -178,14 +180,14 @@
case GL_INT_VEC3: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=3) {
RCTLogError(@"uniform '%@' should be an array of 3 numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 3 numbers", _name, name);
return;
}
GLint arr[3];
for (int i=0; i<3; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n intValue];
......@@ -198,14 +200,14 @@
case GL_INT_VEC4: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=4) {
RCTLogError(@"uniform '%@' should be an array of 4 numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 4 numbers", _name, name);
return;
}
GLint arr[4];
for (int i=0; i<4; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n intValue];
......@@ -217,14 +219,14 @@
case GL_FLOAT_MAT2: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=4) {
RCTLogError(@"uniform '%@' should be an array of 4 numbers (matrix)", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 4 numbers (matrix)", _name, name);
return;
}
GLfloat arr[4];
for (int i=0; i<4; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n floatValue];
......@@ -236,14 +238,14 @@
case GL_FLOAT_MAT3: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=9) {
RCTLogError(@"uniform '%@' should be an array of 9 numbers (matrix)", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 9 numbers (matrix)", _name, name);
return;
}
GLfloat arr[9];
for (int i=0; i<9; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n floatValue];
......@@ -255,14 +257,14 @@
case GL_FLOAT_MAT4: {
NSArray *v = [RCTConvert NSArray:value];
if (!v || [v count]!=16) {
RCTLogError(@"uniform '%@' should be an array of 16 numbers (matrix)", name);
RCTLogError(@"Shader '%@': uniform '%@' should be an array of 16 numbers (matrix)", _name, name);
return;
}
GLfloat arr[16];
for (int i=0; i<16; i++) {
NSNumber *n = [RCTConvert NSNumber: v[i]];
if (!n) {
RCTLogError(@"uniform '%@' array should only contains numbers", name);
RCTLogError(@"Shader '%@': uniform '%@' array should only contains numbers", _name, name);
return;
}
arr[i] = [n floatValue];
......@@ -279,7 +281,7 @@
}
default:
RCTLogError(@"uniform '%@': unsupported type %i", name, type);
RCTLogError(@"Shader '%@': uniform '%@': unsupported type %i", _name, name, type);
}
}
......@@ -292,7 +294,7 @@
GLchar messages[256];
glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
RCTLogError(@"GL: Validation failed %@", messageString);
RCTLogError(@"Shader '%@': Validation failed %@", _name, messageString);
}
}
......@@ -325,10 +327,10 @@
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLuint vertex = compileShader(_vert, GL_VERTEX_SHADER);
GLuint vertex = compileShader(_name, _vert, GL_VERTEX_SHADER);
if (vertex == -1) return;
GLuint fragment = compileShader(_frag, GL_FRAGMENT_SHADER);
GLuint fragment = compileShader(_name, _frag, GL_FRAGMENT_SHADER);
if (fragment == -1) return;
program = glCreateProgram();
......@@ -342,7 +344,7 @@
GLchar messages[256];
glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
RCTLogError(@"GL: Linking failed %@", messageString);
RCTLogError(@"Shader '%@': Linking failed %@", _name, messageString);
return;
}
......
......@@ -37,9 +37,13 @@ RCT_EXPORT_MODULE();
static NSString* fullViewportVert = @"attribute vec2 position;varying vec2 uv;void main() {gl_Position = vec4(position,0.0,1.0);uv = vec2(0.5, 0.5) * (position+vec2(1.0, 1.0));}";
RCT_EXPORT_METHOD(register:(nonnull NSNumber *)id withConfig:(NSDictionary *)config) {
RCT_EXPORT_METHOD(register:(nonnull NSNumber *)id withConfig:(NSDictionary *)config withName:(NSString *)name) {
NSString *frag = [RCTConvert NSString:config[@"frag"]];
GLShader *shader = [[GLShader alloc] initWithContext:_context withVert:fullViewportVert withFrag:frag];
if (!frag) {
RCTLogError(@"Shader '%@': missing frag field", name);
return;
}
GLShader *shader = [[GLShader alloc] initWithContext:_context withName:name withVert:fullViewportVert withFrag:frag];
_shaders[id] = shader;
}
......
#import <GLKit/GLKit.h>
#import "ImageData.h"
GLuint compileShader (NSString* shaderString, GLenum shaderType);
GLuint compileShader (NSString *shaderName, NSString *shaderString, GLenum shaderType);
ImageData* genPixelsEmpty (int width, int height);
ImageData* genPixelsRandom (int width, int height);
......
......@@ -2,7 +2,7 @@
#import "GLUtils.h"
#import "RCTLog.h"
GLuint compileShader (NSString* shaderString, GLenum shaderType) {
GLuint compileShader (NSString* shaderName, NSString* shaderString, GLenum shaderType) {
GLuint shaderHandle = glCreateShader(shaderType);
......@@ -18,7 +18,7 @@ GLuint compileShader (NSString* shaderString, GLenum shaderType) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
RCTLogError(@"GL: Shader Failed to compile: %@", messageString);
RCTLogError(@"Shader '%@' failed to compile: %@", shaderName, messageString);
return -1;
}
......
......@@ -69,8 +69,8 @@ RCT_NOT_IMPLEMENTED(-init)
_textures = textures;
_textureUnits = textureUnits;
// use the shader's context (currently it is the same for all shaders)
[self setContext:glShader.context];
[self setContext:glShader.context]; // use the shader's context (currently it is the same for all shaders)
[self setUniforms:_uniforms]; // Ensure uniforms are not set before
[self setNeedsDisplay];
}
......
{
"structure": {
"summary": "docs/README.md"
}
}
# Summary
* [The API](api/README.md)
* [GL.Shaders.create](api/Shaders.create.md)
* [GL.View](api/View.md)
* [GL.Target](api/Target.md)
* Examples
* [Hello World](examples/1.md)
* [Effects over Image](examples/2.md)
* [Effects over anything](examples/3.md)
* [Animation](examples/4.md)
* [Touch responsive](examples/5.md)
* [Upload Indicator](examples/6.md)
......@@ -19,7 +19,7 @@ const Shaders = {
invariant(typeof shader === "object" && typeof shader.frag === "string",
"invalid shader given to Shaders.create(). A valid shader is a { frag: String }");
const id = _uid ++;
GLShadersRegistry.register(id, shader);
GLShadersRegistry.register(id, shader, key);
result[key] = id;
}
return result;
......
......@@ -19,5 +19,9 @@
"dependencies": {
"invariant": "^2.1.0",
"react-native": "^0.9.0"
},
"devDependencies": {
"eslint": "^1.1.0",
"eslint-plugin-react": "^3.2.3"
}
}
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