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# Xcode | ||
# | ||
.DS_Store | ||
build/ | ||
*.pbxuser | ||
!default.pbxuser | ||
*.mode1v3 | ||
!default.mode1v3 | ||
*.mode2v3 | ||
!default.mode2v3 | ||
*.perspectivev3 | ||
!default.perspectivev3 | ||
xcuserdata | ||
*.xccheckout | ||
*.moved-aside | ||
DerivedData | ||
*.hmap | ||
*.ipa | ||
*.xcuserstate | ||
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# CocoaPods | ||
# | ||
# We recommend against adding the Pods directory to your .gitignore. However | ||
# you should judge for yourself, the pros and cons are mentioned at: | ||
# http://guides.cocoapods.org/using/using-cocoapods.html#should-i-ignore-the-pods-directory-in-source-control | ||
# | ||
# Pods/ |
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Pod::Spec.new do |spec| | ||
spec.name = 'BCMeshTransformView' | ||
spec.version = '0.8' | ||
spec.license = { :type => 'MIT' } | ||
spec.homepage = 'https://github.com/Ciechan/BCMeshTransformView' | ||
spec.authors = { 'Bartosz Ciechanowski' => '[email protected]' } | ||
spec.summary = 'Mesh transforms for UIView' | ||
spec.source = { :git => 'https://github.com/BCMeshTransformView/BCMeshTransformView.git', :tag => '0.8' } | ||
spec.source_files = 'BCMeshTransformView/**/*.{h,m,mm,vsh,fsh}' | ||
spec.public_header_files = 'BCMeshTransformView/{BCMeshTransformView,BCMeshTransform,BCMutableMeshTransform+Convenience}.h' | ||
spec.platform = :ios, '7.0' | ||
spec.requires_arc = true | ||
spec.social_media_url = 'https://twitter.com/bciechanowski' | ||
spec.ios.deployment_target = '7.0' | ||
end |
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// | ||
// BCMeshBuffer.h | ||
// BCMeshTransformView | ||
// | ||
// Copyright (c) 2014 Bartosz Ciechanowski. All rights reserved. | ||
// | ||
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#import <Foundation/Foundation.h> | ||
#import <GLKit/GLKit.h> | ||
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@class BCMeshTransform; | ||
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@interface BCMeshBuffer : NSObject | ||
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@property (nonatomic, readonly) GLuint VAO; | ||
@property (nonatomic, readonly) GLsizei indiciesCount; | ||
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- (void)setupOpenGL; | ||
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- (void)fillWithMeshTransform:(BCMeshTransform *)transform | ||
positionScale:(GLKVector3)positionScale; | ||
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@end |
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// | ||
// BCMeshBuffer.m | ||
// BCMeshTransformView | ||
// | ||
// Copyright (c) 2014 Bartosz Ciechanowski. All rights reserved. | ||
// | ||
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#import "BCMeshBuffer.h" | ||
#import "BCMeshShader.h" | ||
#import "BCMeshTransform.h" | ||
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typedef struct BCVertex { | ||
GLKVector3 position; | ||
GLKVector3 normal; | ||
GLKVector2 uv; | ||
} BCVertex; | ||
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@implementation BCMeshBuffer | ||
{ | ||
GLuint _indexBuffer; | ||
GLuint _vertexBuffer; | ||
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GLsizeiptr _indexBufferCapacity; | ||
GLsizeiptr _vertexBufferCapacity; | ||
} | ||
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- (void)setupOpenGL | ||
{ | ||
glGenVertexArraysOES(1, &_VAO); | ||
glGenBuffers(1, &_indexBuffer); | ||
glGenBuffers(1, &_vertexBuffer); | ||
} | ||
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- (void)dealloc | ||
{ | ||
glDeleteBuffers(1, &_vertexBuffer); | ||
glDeleteBuffers(1, &_indexBuffer); | ||
glDeleteVertexArraysOES(1, &_VAO); | ||
} | ||
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- (void)rebindVAO | ||
{ | ||
glBindVertexArrayOES(_VAO); | ||
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); | ||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); | ||
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glEnableVertexAttribArray(BCVertexAttribPosition); | ||
glVertexAttribPointer(BCVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(BCVertex), (void *)offsetof(BCVertex, position)); | ||
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glEnableVertexAttribArray(BCVertexAttribNormal); | ||
glVertexAttribPointer(BCVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(BCVertex), (void *)offsetof(BCVertex, normal)); | ||
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glEnableVertexAttribArray(BCVertexAttribTexCoord); | ||
glVertexAttribPointer(BCVertexAttribTexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(BCVertex), (void *)offsetof(BCVertex, uv)); | ||
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glBindVertexArrayOES(0); | ||
} | ||
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#pragma mark - Buffers Filling | ||
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- (void)fillWithMeshTransform:(BCMeshTransform *)transform | ||
positionScale:(GLKVector3)positionScale | ||
{ | ||
const int IndexesPerFace = 6; | ||
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NSUInteger faceCount = transform.faceCount; | ||
NSUInteger vertexCount = transform.vertexCount; | ||
NSUInteger indexCount = faceCount * IndexesPerFace; | ||
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[self resizeBuffersToVertexCount:vertexCount indexCount:indexCount]; | ||
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[self fillBuffersWithBlock:^(BCVertex *vertexData, GLuint *indexData) { | ||
for (int i = 0; i < vertexCount; i++) { | ||
BCMeshVertex meshVertex = [transform vertexAtIndex:i]; | ||
CGPoint uv = meshVertex.from; | ||
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BCVertex vertex; | ||
vertex.position = GLKVector3Make(meshVertex.to.x, meshVertex.to.y, meshVertex.to.z); | ||
vertex.uv = GLKVector2Make(uv.x, 1.0 - uv.y); | ||
vertex.normal = GLKVector3Make(0.0f, 0.0f, 0.0f); | ||
vertexData[i] = vertex; | ||
} | ||
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for (int i = 0; i < faceCount; i++) { | ||
BCMeshFace face = [transform faceAtIndex:i]; | ||
GLKVector3 weightedFaceNormal = GLKVector3Make(0.0f, 0.0f, 0.0f); | ||
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// CAMeshTransform seems to be using the following order | ||
const int Winding[2][3] = { | ||
{0, 1, 2}, | ||
{2, 3, 0} | ||
}; | ||
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GLKVector3 vertices[4]; | ||
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for (int j = 0; j < 4; j++) { | ||
unsigned int faceIndex = face.indices[j]; | ||
if (faceIndex >= vertexCount) { | ||
NSLog(@"Vertex index %u in face %d is out of bounds!", faceIndex, i); | ||
return; | ||
} | ||
vertices[j] = GLKVector3Multiply(vertexData[faceIndex].position, positionScale); | ||
} | ||
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for (int triangle = 0; triangle < 2; triangle++) { | ||
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int aIndex = face.indices[Winding[triangle][0]]; | ||
int bIndex = face.indices[Winding[triangle][1]]; | ||
int cIndex = face.indices[Winding[triangle][2]]; | ||
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indexData[IndexesPerFace * i + triangle * 3 + 0] = aIndex; | ||
indexData[IndexesPerFace * i + triangle * 3 + 1] = bIndex; | ||
indexData[IndexesPerFace * i + triangle * 3 + 2] = cIndex; | ||
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GLKVector3 a = vertices[Winding[triangle][0]]; | ||
GLKVector3 b = vertices[Winding[triangle][1]]; | ||
GLKVector3 c = vertices[Winding[triangle][2]]; | ||
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GLKVector3 ab = GLKVector3Subtract(a, b); | ||
GLKVector3 cb = GLKVector3Subtract(c, b); | ||
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GLKVector3 weightedNormal = GLKVector3CrossProduct(ab, cb); | ||
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weightedFaceNormal = GLKVector3Add(weightedFaceNormal, weightedNormal); | ||
} | ||
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// accumulate weighted normal over all faces | ||
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for (int i = 0; i < 4; i++) { | ||
int vertexIndex = face.indices[i]; | ||
vertexData[vertexIndex].normal = GLKVector3Add(vertexData[vertexIndex].normal, weightedFaceNormal); | ||
} | ||
} | ||
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for (int i = 0; i < vertexCount; i++) { | ||
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GLKVector3 normal = vertexData[i].normal; | ||
float length = GLKVector3Length(normal); | ||
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if (length > 0.0) { | ||
vertexData[i].normal = GLKVector3MultiplyScalar(normal, 1.0/length); | ||
} | ||
} | ||
}]; | ||
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_indiciesCount = (GLsizei)indexCount; | ||
} | ||
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- (void)fillBuffersWithBlock:(void (^)(BCVertex *vertexData, GLuint *indexData))block | ||
{ | ||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); | ||
BCVertex *vertexData = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES); | ||
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); | ||
GLuint *indexData = glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES); | ||
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block(vertexData, indexData); | ||
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glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER); | ||
glUnmapBufferOES(GL_ARRAY_BUFFER); | ||
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | ||
glBindBuffer(GL_ARRAY_BUFFER, 0); | ||
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} | ||
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#pragma mark - Resizing | ||
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static inline GLsizeiptr nextPoTForSize(NSUInteger size) | ||
{ | ||
// using a builtin to Count Leading Zeros | ||
unsigned int bitCount = sizeof(unsigned int) * CHAR_BIT; | ||
unsigned int log2 = bitCount - __builtin_clz((unsigned int)size); | ||
GLsizeiptr nextPoT = 1u << log2; | ||
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return nextPoT; | ||
} | ||
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- (void)resizeBuffersToVertexCount:(NSUInteger)vertexCount indexCount:(NSUInteger)indexCount | ||
{ | ||
BOOL rebindVAO = NO; | ||
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if (_vertexBufferCapacity < vertexCount) { | ||
_vertexBufferCapacity = nextPoTForSize(vertexCount); | ||
[self resizeVertexBufferToCapacity:_vertexBufferCapacity]; | ||
rebindVAO = YES; | ||
} | ||
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if (_indexBufferCapacity < indexCount) { | ||
_indexBufferCapacity = nextPoTForSize(indexCount); | ||
[self resizeIndexBufferToCapacity:_indexBufferCapacity]; | ||
rebindVAO = YES; | ||
} | ||
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if (rebindVAO) { | ||
[self rebindVAO]; | ||
} | ||
} | ||
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- (void)resizeVertexBufferToCapacity:(GLsizeiptr)capacity | ||
{ | ||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); | ||
glBufferData(GL_ARRAY_BUFFER, capacity * sizeof(BCVertex), NULL, GL_DYNAMIC_DRAW); | ||
glBindBuffer(GL_ARRAY_BUFFER, 0); | ||
} | ||
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- (void)resizeIndexBufferToCapacity:(GLsizeiptr)capacity | ||
{ | ||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); | ||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, capacity * sizeof(GLuint), NULL, GL_DYNAMIC_DRAW); | ||
glBindBuffer(GL_ARRAY_BUFFER, 0); | ||
} | ||
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@end |
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// | ||
// BCMeshContentView.h | ||
// BCMeshTransformView | ||
// | ||
// Copyright (c) 2014 Bartosz Ciechanowski. All rights reserved. | ||
// | ||
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#import <UIKit/UIKit.h> | ||
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@interface BCMeshContentView : UIView | ||
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@property (nonatomic, copy) void (^changeBlock)(void); | ||
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- (instancetype)initWithFrame:(CGRect)frame | ||
changeBlock:(void (^)(void))changeBlock; | ||
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@end |
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