GLSLShowpiece Lite/Exhibits/Plasma/Plasma.m

//-------------------------------------------------------------------------
//
//  File: Plasma.m
//
//  Abstract: Plasma GLSL Exhibit
//           
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//  Copyright (c) 2004-2007 Apple Inc., All rights reserved.
//
//-------------------------------------------------------------------------
 
#import "Plasma.h"
 
@implementation Plasma
 
- (void) initPalette
{
    GLfloat   palette[512][3];
    GLfloat   x[3];
    GLint     i;
 
    for (i=0; i< 256;i++)
    {
        x[0] = (GLfloat)i;
        x[1] = 3.1415 * x[0];
        x[2] = x[1] / 256.0;
        
        palette[i][0] = 1.0f - sin(x[2]);
        palette[i][1] = (128.0f + 128.0f * sin(x[1] / 128.0))/384.0f;
        palette[i][2] = sin(x[2]);
    } // for
        
    glActiveTexture(GL_TEXTURE1);
    glGenTextures(1, &paletteID);
    glBindTexture(GL_TEXTURE_1D, paletteID);
 
    glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGB, GL_FLOAT, palette);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} // initPalette
 
- (void) initPattern
{
    GLfloat  *pattern;
    GLfloat   f;
    GLfloat   x;
    GLfloat   y;
    GLsizei   size   = 128;
    GLsizei   width  = size;
    GLsizei   height = size;
    GLint     i;
    GLint     j;
    GLint     l;
    GLint     m;
    GLint     n;
 
    glActiveTexture(GL_TEXTURE0);
    glGenTextures(1, &patternID);
    glBindTexture(GL_TEXTURE_2D, patternID);
 
    // Create the pattern texture, use symmetry to get rid of the seams
 
    pattern = (GLfloat *)malloc(sizeof(GLfloat) * width * height * 3);
    
    if ( pattern != NULL )
    {
        for (i = 0; i < 64; i++)
        {
            y = (GLfloat)i;
            
            for (j=0; j< 64; j++)
            {
                x = (GLfloat) j;
                f = 0.25*(sin(x/16.0) + sin(y/16.0) + sin((x+y)/16.0) + sin(sqrtf(x*x+y*y)/8.0));
                
                l = i * size;
                m = ( 127 - i ) * size;
                n = 127 - j;
                
                pattern[l+j] = f;
                pattern[l+n] = f;
                pattern[m+j] = f;
                pattern[m+n] = f;
            } // for
        } // for
 
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_LUMINANCE, GL_FLOAT, pattern);
                
        free( pattern );
    } // if
} // initPattern
 
- (void) setupUniforms
{
    glUseProgramObjectARB(programObject);
 
    // Create the palette
 
    [self initPalette];
    
    // Create the plasma pattern
    
    [self initPattern];
    
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
    glUniform3fARB([self getUniformLocation:programObject uniformName:"LightPosition"], 0.0, 0.0, 20.0);
    
    offsetUniform = [self getUniformLocation:programObject uniformName:"offset"];
 
    // Set the texture units for the samplers
    
    glUniform1iARB([self getUniformLocation:programObject uniformName:"pattern"], 0);
    glUniform1iARB([self getUniformLocation:programObject uniformName:"palette"], 1);
} // setupUniforms
 
- (void) initLazy
{
    [super initLazy];
    
    // Setup GLSL
 
    // Here we get a new model
    
    model = [[Models alloc] init];
    
    // Load vertex and fragment shaders
    
    [self loadShadersFromResource:@"Plasma" ];
        
    // Setup uniforms
    
    [self setupUniforms];
} // initLazy
 
- (void) dealloc
{
    glDeleteTextures(1, &patternID);
    glDeleteTextures(1, &paletteID);
 
    [model dealloc];
    
    [super dealloc];
} // dealloc
 
- (NSString *) name
{
    return @"Plasma";
} // name
 
- (NSString *) descriptionFilename
{
    return [appBundle pathForResource: @"Plasma" ofType: @"rtf"];
} // descriptionFilename
 
- (void) updateOffset
{
    offset += 1.0/256.0;
    
    if (offset > 1.0)
    {
        offset = 0;
    } // if
} // updateOffset
 
- (void) renderFrame
{
    [super renderFrame];
 
    glUseProgramObjectARB(programObject);
 
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_1D, paletteID);
    
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, patternID);
 
    glUniform1fvARB(offsetUniform, 1,&offset);
    
    [self updateOffset];
    
    [model drawModel:kModelSolidTeapot];
 
    glUseProgramObjectARB(NULL);
} // renderFrame
 
@end