GLSLShowpiece Lite/Exhibits/Glass/Glass.m

//-------------------------------------------------------------------------
//
//  File: Glass.m
//
//  Abstract: Glass GLSL Exhibit
//           
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//  Copyright (c) 2004-2007 Apple Inc., All rights reserved.
//
//-------------------------------------------------------------------------
 
#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