GLSLShowpiece Lite/Exhibits/Glass/Glass.m
//------------------------------------------------------------------------- |
// |
// File: Glass.m |
// |
// Abstract: Glass GLSL Exhibit |
// |
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//------------------------------------------------------------------------- |
#import "Glass.h" |
@implementation Glass |
- (void) getTextures |
{ |
houseTexture = [self loadTextureFromResource: @"House" ]; |
frameBufferTexture = [self loadFrameBufferTexture:viewport]; |
} // getTextures |
- (void) setupUniforms |
{ |
glUseProgramObjectARB(programObject); |
glUniform3fARB([self getUniformLocation:programObject uniformName:"LightPos"], 0.0, 0.0, 4.0); |
glUniform3fARB([self getUniformLocation:programObject uniformName:"BaseColor"], 0.4, 0.4, 1.0); |
glUniform1fARB([self getUniformLocation:programObject uniformName:"Depth"], 0.1); |
glUniform1fARB([self getUniformLocation:programObject uniformName:"MixRatio"], 1); |
glUniform1iARB([self getUniformLocation:programObject uniformName:"EnvMap"], 0); |
glUniform1iARB([self getUniformLocation:programObject uniformName:"RefractionMap"], 1); |
} // setupUniforms |
- (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:@"Glass" ]; |
// Setup uniforms |
[self setupUniforms]; |
} // initLazy |
- (void) dealloc |
{ |
glDeleteTextures(1, &houseTexture); |
glDeleteTextures(1, &frameBufferTexture); |
[model dealloc]; |
[super dealloc]; |
} // dealloc |
- (NSString *) name |
{ |
return @"Glass"; |
} // name |
- (NSString *) descriptionFilename |
{ |
return [appBundle pathForResource: @"Glass" ofType: @"rtf"]; |
} // descriptionFilename |
- (void) setupRenderFrameUniforms:(GLint *)theViewPort |
{ |
GLfloat v[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
v[0] = (GLfloat)viewport[2]; |
v[1] = (GLfloat)viewport[3]; |
v[2] = (GLfloat)NextHighestPowerOf2FromInt( viewport[2] ); |
v[3] = (GLfloat)NextHighestPowerOf2FromInt( viewport[3] ); |
glUniform1fARB([self getUniformLocation:programObject uniformName:"FrameWidth"], v[0] ); |
glUniform1fARB([self getUniformLocation:programObject uniformName:"FrameHeight"], v[1] ); |
glUniform1fARB([self getUniformLocation:programObject uniformName:"textureWidth"], v[2] ); |
glUniform1fARB([self getUniformLocation:programObject uniformName:"textureHeight"], v[3] ); |
} // setupRenderFrameUniforms |
- (void) renderFrame |
{ |
[super renderFrame]; |
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT); |
glDisable(GL_TEXTURE_2D); |
glDisable(GL_TEXTURE_3D); |
glEnable(GL_LIGHTING); |
glEnable(GL_LIGHT0); |
glEnable(GL_LIGHT1); |
glColor4f(1, 1, 1, 1); |
glTranslatef(0, 0, 1); |
[model drawModel:kModelSolidSmallTeapot]; |
glTranslatef(0, 0, -1); |
glEnable(GL_BLEND); |
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
glUseProgramObjectARB(programObject); |
glGetIntegerv(GL_VIEWPORT,viewport); |
[self setupRenderFrameUniforms:viewport]; |
[self copyFramebufferToTexture:frameBufferTexture]; |
glActiveTexture(GL_TEXTURE0); |
glBindTexture(GL_TEXTURE_2D, houseTexture); |
glActiveTexture(GL_TEXTURE1); |
glBindTexture(GL_TEXTURE_2D, frameBufferTexture); |
[self copyFramebufferToTexture:frameBufferTexture]; |
glActiveTexture(GL_TEXTURE0); |
[model drawModel:kModelSolidTeapot]; |
glUseProgramObjectARB(NULL); |
glPopAttrib(); |
} // renderFrame |
@end |
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