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SyphonServerGLShader.m
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SyphonServerGLShader.m
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/*
SyphonServerGLShader.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 "SyphonServerGLShader.h"
#import <OpenGL/gl3.h>
static NSString * const vertSource = @"#version 150\n\
in vec2 vertCoord;\
in vec2 texCoord;\
out vec2 fragTexCoord;\
void main() {\
fragTexCoord = texCoord;\
gl_Position = vec4(vertCoord, 1.0, 1.0);\
}";
static NSString * const frag2DSource = @"#version 150\n\
uniform sampler2D tex;\
in vec2 fragTexCoord;\
out vec4 color;\
void main() {\
color = texture(tex, fragTexCoord);\
}";
static NSString * const fragRectSource = @"#version 150\n\
uniform sampler2DRect tex;\
in vec2 fragTexCoord;\
out vec4 color;\
void main() {\
color = texture(tex, fragTexCoord);\
}";
@implementation SyphonServerGLShader
{
@private
GLenum _target;
GLint _vertexAttrib;
GLint _textureVertexAttrib;
}
- (instancetype)initForTextureTarget:(GLenum)target
{
NSString *fragSource;
switch (target) {
case GL_TEXTURE_2D:
fragSource = frag2DSource;
break;
case GL_TEXTURE_RECTANGLE:
fragSource = fragRectSource;
break;
default:
fragSource = nil;
break;
}
self = [super initWithVertexShader:vertSource fragmentShader:fragSource];
if (self)
{
_target = target;
// No need to set tex uniform location, it's default 0
_vertexAttrib = [self getAttributeLocation:@"vertCoord"];
_textureVertexAttrib = [self getAttributeLocation:@"texCoord"];
}
return self;
}
- (GLenum)target
{
return _target;
}
- (GLint)vertexAttribLocation
{
return _vertexAttrib;
}
- (GLint)textureVertexAttribLocation
{
return _textureVertexAttrib;
}
@end