GLSLShowpiece Lite/Exhibits/Cloud1/Cloud1.m

//-------------------------------------------------------------------------
//
//  File: Cloud1.m
//
//  Abstract: Cloud 1 GLSL Exhibit
//           
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//  Copyright (c) 2004-2007 Apple Inc., All rights reserved.
//
//-------------------------------------------------------------------------
 
#import "Cloud1.h"
 
@implementation Cloud1
 
- (void) setupUniforms
{
    glUseProgramObjectARB(programObject);
    
    glUniform3fARB([self getUniformLocation:programObject uniformName:"LightPos"], 0.0, 0.0, 4.0);
    glUniform1fARB([self getUniformLocation:programObject uniformName:"Scale"], 0.6);
    glUniform3fARB([self getUniformLocation:programObject uniformName:"SkyColor"], 0.0, 0.0, 0.8);
    glUniform3fARB([self getUniformLocation:programObject uniformName:"CloudColor"], 0.8, 0.8, 0.8);
    glUniform1iARB([self getUniformLocation:programObject uniformName:"Noise"], 0);
} // setupUniforms
 
- (void) initLazy
{
    [super initLazy];
    
    // Setup GLSL
    
    // Here we get a new model
    
    model = [[Models alloc] init];
 
    // noise texture
    
    noiseTexture = [self loadNoiseTexture];
 
    // Load vertex and fragment shaders
    
    [self loadShadersFromResource:@"Cloud1" ];
        
    // Setup uniforms
    
    [self setupUniforms];
} // initLazy
 
- (void) dealloc
{
    glDeleteTextures(1, &noiseTexture);
    
    [model dealloc];
 
    [super dealloc];
} // dealloc
 
- (NSString *) name
{
    return @"Cloud 1";
} // name
 
- (NSString *) descriptionFilename
{
    return [appBundle pathForResource: @"Cloud1" ofType: @"rtf"];
} // descriptionFilename
 
- (void) renderFrame
{
    [super renderFrame];
    
    glUseProgramObjectARB(programObject);
    
    glBindTexture(GL_TEXTURE_3D, noiseTexture);
    
    [model drawModel:kModelSolidTeapot];
    
    glUseProgramObjectARB(NULL);
} // renderFrame
 
@end