GLSLShowpiece Lite/Exhibits/WoodShader/WoodShader.m

//-------------------------------------------------------------------------
//
//  File: WoodShader.m
//
//  Abstract: Wood Shader GLSL Exhibit
//           
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//  Copyright (c) 2004-2007 Apple Inc., All rights reserved.
//
//-------------------------------------------------------------------------
 
#import "WoodShader.h"
 
@implementation WoodShader
 
- (void) initGraininess
{
    graininess = [[UniformData alloc] init];
    
    [graininess initCurrent:0.3];
    [graininess initMax:0.3];
    [graininess initMin:0.2];
    [graininess initDelta:0.001];
} // initGraininess
 
- (void) initPeriod
{
    period = [[UniformData alloc] init];
    
    [period initCurrent:0.9];
    [period initMin:0.6];
    [period initMax:1.0];
    [period initDelta:0.001];
} // initPeriod
 
- (void) setupUniforms
{
    [self initGraininess];
    
    [self initPeriod];
 
    glUseProgramObjectARB(programObject);
    
    glUniform2fARB([self getUniformLocation:programObject uniformName:"seed"], -0.16, 6.21);
    glUniform1fvARB([self getUniformLocation:programObject uniformName:"graininess"], 1, [graininess current]);
    
    glUniform1fARB([self getUniformLocation:programObject uniformName:"linecount"], 11.73);
    glUniform1fvARB([self getUniformLocation:programObject uniformName:"lineperiod"], 1, [period current]);
    
    glUniform1fARB([self getUniformLocation:programObject uniformName:"linethickness"], 0.17);
    glUniform1fARB([self getUniformLocation:programObject uniformName:"lininess"], 0.06);       
 
    glUniform1iARB([self getUniformLocation:programObject uniformName:"Noise"], 0);
    glUniform3fARB([self getUniformLocation:programObject uniformName:"LightPosition"], 0.0, 0.0, 4.0);
} // setupUniforms
 
- (void) setupGeometry
{
    geometry = [[Surfaces alloc] init];
    
    [geometry setSurfaceType:kTriaxialTritorus];
    
    geometryDisplayList = [geometry getDisplayList];
} // setupGeometry
 
- (id) init
{
    [super init];
    
    return self;
} // init
 
- (void) initLazy
{
    [super initLazy];
 
    // Setup GLSL
 
    // Here we get a new surface geometry
    
    [self setupGeometry];
 
    // noise texture
    
    noiseTexture = [self loadNoiseTexture];
 
    // Load vertex and fragment shader
    
    [self loadShadersFromResource:@"WoodShader" ];
        
    // Setup uniforms
    
    [self setupUniforms];
} // initLazy
 
- (void) dealloc
{
    glDeleteTextures(1, &noiseTexture);
 
    [graininess dealloc];
    [period dealloc];
    
    [geometry dealloc];
    
    [super dealloc];
} // dealloc
 
- (NSString *) name
{
    return @"Wood Shader";
} // name
 
- (NSString *) descriptionFilename
{
    return [appBundle pathForResource: @"WoodShader" ofType: @"rtf"];
} // descriptionFilename
 
- (void) renderFrame
{
    [super renderFrame];
    
    glScalef(0.25f, 0.25f, 0.25f);
 
    glUseProgramObjectARB(programObject);
 
    [graininess animate];
    [period animate];
    
    glUniform1fvARB([self getUniformLocation:programObject uniformName:"graininess"], 1, [graininess current]);
    glUniform1fvARB([self getUniformLocation:programObject uniformName:"lineperiod"], 1, [period current]); 
 
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_3D, noiseTexture);
    
    // Use our display list
 
    glCallList(geometryDisplayList);
 
    glUseProgramObjectARB(NULL);
} // renderFrame
 
@end