GLSLShowpiece Lite/Exhibits/Fur/Fur.m

//-------------------------------------------------------------------------
//
//  File: Fur.m
//
//  Abstract: Fur GLSL Exhibit
//           
//  Author: "OpenGL Shading Language" book. (a.k.a "the orange book")
//
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//  Copyright (c) 2004-2007 Apple Inc., All rights reserved.
//
//-------------------------------------------------------------------------
 
#import "Fur.h"
 
static const GLint    kShells            = 10;
static const GLfloat  kFurHeight         = 0.25f;
static const GLfloat  kRatio             = 40.0f; // (float)kShells / kFurHeight;
static const GLfloat  kShellTransparency = 0.3f;
 
@implementation Fur
 
- (void) getTextures
{
    noiseTexture  = [self loadTextureFromResource: @"Noise" ];
    colorTexture  = [self loadTextureFromResource: @"Leopard" ];
} // getTextures
 
- (void) getUniforms
{
    glUseProgramObjectARB(programObject);
    
    glUniform1fARB([self getUniformLocation:programObject uniformName:"ambient"], 0.2);
    glUniform3fARB([self getUniformLocation:programObject uniformName:"lightPosition"], 0.0, 0.0, 5.0);
    glUniform1fARB([self getUniformLocation:programObject uniformName:"spacing"], 1);
    glUniform1iARB([self getUniformLocation:programObject uniformName:"noiseTexture"], 0);
    glUniform1iARB([self getUniformLocation:programObject uniformName:"colorTexture"], 1);
} // getUniforms
 
- (void) newSolidTeapotList
{
    static BOOL teapotInited = NO;
    
    if( !teapotInited )
    {
        teapotInited = YES;
        
        solidTeapotDisplayList = glGenLists(1);
        
        glNewList(solidTeapotDisplayList, GL_COMPILE);
                
            [model drawModel:kModelSolidTeapot];
                
        glEndList();
    } // if
} // newSolidTeapotList
 
- (void) drawSolidTeapotList
{
    GLint    i;
    GLint    furHeightLoc = [self getUniformLocation:programObject uniformName:"furHeight"];
    GLfloat  v0;
    
    for (i = 1; i < kShells; i++)
    {
        v0 = (GLfloat)i / kRatio;
        
        glUniform1fARB(furHeightLoc, v0);
        glCallList(solidTeapotDisplayList);
    } // for
} // drawSolidTeapotList
 
- (void) initLazy
{
    [super initLazy];
 
    // Setup GLSL
    
    // Here we get a new model
    
    model = [[Models alloc] init];
    
    // get all the textures
 
    [self getTextures];
    
    // Load vertex and fragment shaders
 
    [self loadShadersFromResource:@"Fur" ];
 
    // Setup uniforms
    
    [self getUniforms];
    
    // Create a display list for the teapot (especially important with the number of
    // teapots per frame in this shell-based approach)
    
    [self newSolidTeapotList];
} // initLazy
 
- (void) dealloc
{
    glDeleteTextures(1, &noiseTexture);
    glDeleteTextures(1, &colorTexture);
    
    glDeleteLists(solidTeapotDisplayList, 1);
    
    [model dealloc];
    
    [super dealloc];
} // dealloc
 
- (NSString *) name
{
    return @"Fur";
} // name
 
- (NSString *) descriptionFilename
{
    return [appBundle pathForResource: @"Fur" ofType: @"rtf"];
} // descriptionFilename
 
- (void) renderFrameInitialSetup
{
    glDisable(GL_TEXTURE_3D);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
} // renderFrameInitialSetup
 
- (void) renderFrameMoreSetup
{
    GLint transparencyLoc = 0;
    GLint furHeightLoc    = 0;
    
    glColor3f(0.9, 0.65, 0.4);
    
    glEnable(GL_COLOR_MATERIAL);
    
    glCallList(solidTeapotDisplayList);
    
    glUseProgramObjectARB(programObject);
    
    glColor3f(1.0, 1.0, 1.0);
    
    glDisable(GL_COLOR_MATERIAL);
    
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, noiseTexture);
    
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, colorTexture);
    
    glActiveTexture(GL_TEXTURE0);
    
    glEnable(GL_BLEND);
    
    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    transparencyLoc = [self getUniformLocation:programObject uniformName:"transparency"];
    furHeightLoc    = [self getUniformLocation:programObject uniformName:"furHeight"];
 
    glUniform1fARB(transparencyLoc, 1);
    glUniform1fARB(furHeightLoc, 0);
    
    glUniform1fARB(transparencyLoc, kShellTransparency);
    
    glEnable(GL_CULL_FACE);
} // renderFrameMoreSetup
 
- (void) renderFrame
{
    [super renderFrame];
    
    glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_CURRENT_BIT);
    
        [self renderFrameInitialSetup];
        
        // Draw the skin before the fur
        
        [self renderFrameMoreSetup];
            
        [self drawSolidTeapotList];
        
        glUseProgramObjectARB(NULL);
    
    glPopAttrib();
} // renderFrame
 
@end