GLSLShowpiece Lite/Exhibits/Gooch/Gooch.m

//-------------------------------------------------------------------------
//
//  File: Gooch.m
//
//  Abstract: Gooch GLSL Exhibit
//           
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//-------------------------------------------------------------------------
 
#import "Gooch.h"
 
static const GLint kNumGoochColors      = 3;
static const GLint kGoochTransitionTime = 30;
static const GLint kGoochIdleTime       = 250;
 
static const GLfloat kGoochWarmColors[3][3] =   {   
                                                    { 0.6, 0.6, 0.0 },
                                                    { 1.0, 0.7, 0.1 },
                                                    { 0.5, 0.7, 0.2 }
                                                };
 
static const GLfloat kGoochCoolColors[3][3] =   {
                                                    { 0.0, 0.0, 0.6 },
                                                    { 0.3, 0.1, 0.5 },
                                                    { 0.0, 0.0, 0.5 }
                                                };
 
@implementation Gooch
 
- (void) setupColors
{
    currentColor    = 0;
    colorCyclePause = kGoochIdleTime;
 
    memmove(warm, kGoochWarmColors[currentColor], sizeof(warm));
    memmove(cool, kGoochCoolColors[currentColor], sizeof(cool));
} // setupColors
 
- (void) setupUniforms
{
    glUseProgramObjectARB(programObject);
    
    glUniform3fvARB([self getUniformLocation:programObject uniformName:"WarmColor"], 1, warm);
    glUniform3fvARB([self getUniformLocation:programObject uniformName:"CoolColor"], 1, cool);
    glUniform3fARB([self getUniformLocation:programObject uniformName:"SurfaceColor"], 0.75, 0.75, 0.75);
    glUniform3fARB([self getUniformLocation:programObject uniformName:"LightPosition"], 0.0, 10.0, 0.0);
    glUniform1fARB([self getUniformLocation:programObject uniformName:"DiffuseWarm"], 0.4);
    glUniform1fARB([self getUniformLocation:programObject uniformName:"DiffuseCool"], 0.4);
} // setupUniforms
 
- (void) initLazy
{
    [super initLazy];
    
    // Setup GLSL
 
    // Here we get a new model
    
    model = [[Models alloc] init];
 
    // Load vertex and fragment shader
    
    [self loadShadersFromResource:@"Gooch" ];
    
    // Initialize warm & cool colors
    
    [self setupColors];
 
    // Setup uniforms
    
    [self setupUniforms];
} // initLazy
 
- (void) dealloc
{
    [model dealloc];
    
    [super dealloc];
} // dealloc
 
- (NSString *) name
{
    return @"Gooch";
} // name
 
- (NSString *) descriptionFilename
{
    return [appBundle pathForResource: @"Gooch" ofType: @"rtf"];;
} // descriptionFilename
 
- (void) animateColors
{
    if((--colorCyclePause) < 0)
    {
        if(colorCyclePause > -kGoochTransitionTime)
        {
            GLfloat lerp      = (float)colorCyclePause / (float)(-kGoochTransitionTime);
            GLint   nextColor = (currentColor == (kNumGoochColors-1)) ? 0 : currentColor+1;
 
            warm[0] = kGoochWarmColors[nextColor][0] * lerp + kGoochWarmColors[currentColor][0] * (1.0f-lerp);
            warm[1] = kGoochWarmColors[nextColor][1] * lerp + kGoochWarmColors[currentColor][1] * (1.0f-lerp);
            warm[2] = kGoochWarmColors[nextColor][2] * lerp + kGoochWarmColors[currentColor][2] * (1.0f-lerp);
 
            cool[0] = kGoochCoolColors[nextColor][0] * lerp + kGoochCoolColors[currentColor][0] * (1.0f-lerp);
            cool[1] = kGoochCoolColors[nextColor][1] * lerp + kGoochCoolColors[currentColor][1] * (1.0f-lerp);
            cool[2] = kGoochCoolColors[nextColor][2] * lerp + kGoochCoolColors[currentColor][2] * (1.0f-lerp);
        } // if
        else
        {
            colorCyclePause = kGoochIdleTime;
            currentColor = (currentColor == (kNumGoochColors-1)) ? 0 : currentColor+1;
        } // else
 
        glUniform3fvARB([self getUniformLocation:programObject uniformName:"WarmColor"], 1, warm);
        glUniform3fvARB([self getUniformLocation:programObject uniformName:"CoolColor"], 1, cool);
    } // if
} // 
 
- (void) drawSilhouetteEdges
{
    glPushAttrib(GL_COLOR_BUFFER_BIT | GL_POLYGON_BIT | GL_LINE_BIT | GL_CURRENT_BIT);
 
    glLineWidth(4.0);
    glColor3f(0,0,0);
    glCullFace(GL_FRONT);
    
    glEnable(GL_CULL_FACE);
    glEnable(GL_LINE_SMOOTH);
    
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    glEnable(GL_BLEND);
    
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} // drawSilhouetteEdges
 
- (void) renderFrame
{
    [super renderFrame];
 
    glUseProgramObjectARB(programObject);
 
    // Animate through the different warm and cool colors
    
    [self animateColors];
    
    // Pick a geometry to use
        
    [model drawModel:kModelSolidTeapot];
 
    glUseProgramObjectARB(NULL);
 
    // Draw the silhouette edges
 
    [self drawSilhouetteEdges];
    
    [model drawModel:kModelSolidTeapot];
        
    glPopAttrib();
} // renderFrame
 
@end