GLSLShowpiece Lite/Exhibits/VertexNoise/VertexNoise.m

//-------------------------------------------------------------------------
//
//  File: VertexNoise.m
//
//  Abstract: Vertex Noise GLSL Exhibit
//           
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//  Copyright (c) 2004-2007 Apple Inc., All rights reserved.
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//-------------------------------------------------------------------------
 
#import "VertexNoise.h"
 
@implementation VertexNoise
 
- (void) initOffset
{
    offset = [[UniformData alloc] init];
    
    [offset initCurrent:0 atIndex:0];
    [offset initMax:100 atIndex:0];
    [offset initMin:0 atIndex:0];
    [offset initDelta:0.1 atIndex:0];
 
    [offset initCurrent:0 atIndex:1];
    [offset initMax:100 atIndex:1];
    [offset initMin:0 atIndex:1];
    [offset initDelta:0.1 atIndex:1];
 
    [offset initCurrent:0 atIndex:2];
    [offset initMax:100 atIndex:2];
    [offset initMin:0 atIndex:2];
    [offset initDelta:0.1 atIndex:2];
} // initScale
 
- (void) setupUniforms
{
    [self initOffset];
    
    glUseProgramObjectARB(programObject);
    
    glUniform3fARB([self getUniformLocation:programObject uniformName:"SurfaceColor"], 0.2, 0.8, 0.4);
    glUniform3fARB([self getUniformLocation:programObject uniformName:"LightPosition"], 0.0, 0.0, 5.0);
    glUniform3fvARB([self getUniformLocation:programObject uniformName:"offset"], 1, [offset current]);
    glUniform1fARB([self getUniformLocation:programObject uniformName:"scaleIn"], 2);
    glUniform1fARB([self getUniformLocation:programObject uniformName:"scaleOut"], 0.1);
} // setupUniforms
 
- (void) initLazy
{
    [super initLazy];
    
    // Setup GLSL
    
    // Here we get a new model
    
    model = [[Models alloc] init];
    
    // Load vertex and fragment shaders
    
    [self loadShadersFromResource:@"VertexNoise" ];
        
    // Setup uniforms
    
    [self setupUniforms];
} // initLazy
 
- (void) dealloc
{
    [offset dealloc];
 
    [model dealloc];
    
    [super dealloc];
} // dealloc
 
- (NSString *) name
{
    return @"Vertex Noise";
} // name
 
- (NSString *) descriptionFilename
{
    return [appBundle pathForResource: @"VertexNoise" ofType: @"rtf"];
} // descriptionFilename
 
- (void) renderFrame
{
    [super renderFrame];
    
    glUseProgramObjectARB(programObject);
 
    [offset animate];
    
    glUniform3fvARB([self getUniformLocation:programObject uniformName:"offset"], 1, [offset current]);
 
    [model drawModel:kModelSolidTeapot];
    
    glUseProgramObjectARB(NULL);
} // renderFrame
 
@end