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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// |
//------------------------------------------------------------------------- |
#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 |
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