GLSLShowpiece Lite/Exhibits/Earth/Earth.m
//------------------------------------------------------------------------- |
// |
// File: Earth.m |
// |
// Abstract: Earth GLSL Exhibit |
// |
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// |
//------------------------------------------------------------------------- |
#import "Earth.h" |
@implementation Earth |
- (void) getTextures |
{ |
dayTexture = [self loadTextureFromResource: @"Day" ]; |
nightTexture = [self loadTextureFromResource: @"Night" ]; |
cloudsTexture = [self loadTextureFromResource: @"Clouds" ]; |
} // getTextures |
- (void) setupUniforms |
{ |
glUseProgramObjectARB(programObject); |
glUniform3fARB([self getUniformLocation:programObject uniformName:"LightPosition"], 3.0, 0.0, -3.0); |
glUniform1iARB([self getUniformLocation:programObject uniformName:"EarthDay"], 0); |
glUniform1iARB([self getUniformLocation:programObject uniformName:"EarthNight"], 1); |
glUniform1iARB([self getUniformLocation:programObject uniformName:"EarthCloudGloss"], 2); |
} // setupUniforms |
- (void) initLazy |
{ |
[super initLazy]; |
// Setup GLSL |
// Get a model and set its quadric |
model = [[Models alloc] init]; |
// get all the textures |
[self getTextures]; |
// Load vertex and fragment shaders |
[self loadShadersFromResource:@"Earth" ]; |
// Setup uniforms |
[self setupUniforms]; |
} // initLazy |
- (void) deallocTextures |
{ |
glDeleteTextures(1, &dayTexture); |
glDeleteTextures(1, &nightTexture); |
glDeleteTextures(1, &cloudsTexture); |
} // deallocTextures |
- (void) dealloc |
{ |
[self deallocTextures]; |
[model dealloc]; |
[super dealloc]; |
} // dealloc |
- (NSString *) name |
{ |
return @"Earth"; |
} // name |
- (NSString *) descriptionFilename |
{ |
return [appBundle pathForResource: @"Earth" ofType: @"rtf"]; |
} // descriptionFilename |
- (void) renderFrame |
{ |
[super renderFrame]; |
glUseProgramObjectARB(programObject); |
glActiveTexture(GL_TEXTURE0); |
glBindTexture(GL_TEXTURE_2D, dayTexture); |
glActiveTexture(GL_TEXTURE1); |
glBindTexture(GL_TEXTURE_2D, nightTexture); |
glActiveTexture(GL_TEXTURE2); |
glBindTexture(GL_TEXTURE_2D, cloudsTexture); |
glActiveTexture(GL_TEXTURE0); |
glRotatef(-90, 1.0, 0.0, 0.0); |
[model drawModel:kModelSolidSphere]; |
glUseProgramObjectARB(NULL); |
} // renderFrame |
@end |
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