Exhibit.m
/* |
File: Exhibit.m |
Abstract: Exhibit base class. Subclass this to create |
your own additional exhibits |
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Software, with or without modifications, in source and/or binary forms; |
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as expressly stated in this notice, no other rights or licenses, express |
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Copyright (c) 2004-2006 Apple Computer, Inc., All rights reserved. |
*/ |
#import "Exhibit.h" |
@implementation Exhibit |
- (id) init |
{ |
[super init]; |
gpuProcessingInit = NO; |
return self; |
} |
- (void) initLazy |
{ |
/* Subclass should put initialisation code that can be performaned |
lazily (on first frame render) here */ |
initialised = TRUE; |
/* Create a GLU quadric, used for rendering certain geometry */ |
quadric = gluNewQuadric(); |
gluQuadricDrawStyle(quadric, GLU_FILL); |
gluQuadricNormals(quadric, GL_SMOOTH); |
gluQuadricTexture(quadric, GL_TRUE); |
} |
- (void) dealloc |
{ |
/* Free the GLU quadric */ |
if (quadric) |
gluDeleteQuadric(quadric); |
[super dealloc]; |
} |
- (NSString *) name |
{ |
return @"Unnamed Exhibit"; |
} |
- (NSString *) descriptionFilename |
{ |
return NULL; |
} |
- (unsigned int) loadVertexShader: (NSString *) vertexString fragmentShader: (NSString *) fragmentString |
{ |
const GLcharARB *vertex_string, *fragment_string; |
GLint vertex_compiled, fragment_compiled; |
GLint linked; |
/* Delete any existing program object */ |
if (program_object) { |
glDeleteObjectARB(program_object); |
program_object = NULL; |
} |
/* Load and compile both shaders */ |
if (vertexString) { |
vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
vertex_string = (GLcharARB *) [vertexString cString]; |
glShaderSourceARB(vertex_shader, 1, &vertex_string, NULL); |
glCompileShaderARB(vertex_shader); |
glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &vertex_compiled); |
/* TODO - Get info log */ |
} else { |
vertex_shader = NULL; |
vertex_compiled = 1; |
} |
if (fragmentString) { |
fragment_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
fragment_string = [fragmentString cString]; |
glShaderSourceARB(fragment_shader, 1, &fragment_string, NULL); |
glCompileShaderARB(fragment_shader); |
glGetObjectParameterivARB(fragment_shader, GL_OBJECT_COMPILE_STATUS_ARB, &fragment_compiled); |
/* TODO - Get info log */ |
} else { |
fragment_shader = NULL; |
fragment_compiled = 1; |
} |
/* Ensure both shaders compiled */ |
if (!vertex_compiled || !fragment_compiled) { |
if (vertex_shader) { |
glDeleteObjectARB(vertex_shader); |
vertex_shader = NULL; |
} |
if (fragment_shader) { |
glDeleteObjectARB(fragment_shader); |
fragment_shader = NULL; |
} |
return 1; |
} |
/* Create a program object and link both shaders */ |
program_object = glCreateProgramObjectARB(); |
if (vertex_shader != NULL) |
{ |
glAttachObjectARB(program_object, vertex_shader); |
glDeleteObjectARB(vertex_shader); /* Release */ |
} |
if (fragment_shader != NULL) |
{ |
glAttachObjectARB(program_object, fragment_shader); |
glDeleteObjectARB(fragment_shader); /* Release */ |
} |
glLinkProgramARB(program_object); |
glGetObjectParameterivARB(program_object, GL_OBJECT_LINK_STATUS_ARB, &linked); |
/* TODO - Get info log */ |
if (!linked) { |
glDeleteObjectARB(program_object); |
program_object = NULL; |
return 1; |
} |
return 0; |
} |
- (void) renderFrame |
{ |
if (!initialised) |
[self initLazy]; |
} |
- (BOOL) reflect |
{ |
if(!gpuProcessingInit) |
{ |
/* Check if this will fall back to software rasterization or |
software vertex processing and don't reflect if it is. */ |
GLint fragmentGPUProcessing, vertexGPUProcessing; |
gpuProcessingInit = YES; |
glPushAttrib(GL_VIEWPORT_BIT); |
glViewport(0,0,0,0); |
glPushMatrix(); |
[self renderFrame]; |
glPopMatrix(); |
CGLGetParameter(CGLGetCurrentContext(), kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing); |
CGLGetParameter(CGLGetCurrentContext(), kCGLCPGPUVertexProcessing, &vertexGPUProcessing); |
gpuProcessing = (fragmentGPUProcessing && vertexGPUProcessing) ? YES : NO; |
glPopAttrib(); |
} |
return gpuProcessing; |
} |
@end |
// Utility Functions |
int NextHighestPowerOf2(int n) |
{ |
n--; |
n |= n >> 1; |
n |= n >> 2; |
n |= n >> 4; |
n |= n >> 8; |
n |= n >> 16; |
n++; |
return n; |
} |
void CopyFramebufferToTexture(GLuint texture) |
{ |
GLint viewport[4]; |
glGetIntegerv(GL_VIEWPORT, viewport); |
glBindTexture(GL_TEXTURE_2D, texture); |
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, viewport[0], viewport[1], NextHighestPowerOf2(viewport[2]), NextHighestPowerOf2(viewport[3]), 0); |
} |
NSBitmapImageRep *LoadImage(NSString *path, int shouldFlipVertical) |
{ |
NSBitmapImageRep *bitmapimagerep; |
NSImage *image; |
image = [[[NSImage alloc] initWithContentsOfFile: path] autorelease]; |
bitmapimagerep = [[NSBitmapImageRep alloc] initWithData:[image TIFFRepresentation]]; |
if (shouldFlipVertical) |
{ |
int bytesPerRow, lowRow, highRow; |
unsigned char *pixelData, *swapRow; |
bytesPerRow = [bitmapimagerep bytesPerRow]; |
pixelData = [bitmapimagerep bitmapData]; |
swapRow = (unsigned char *)malloc(bytesPerRow); |
for (lowRow = 0, highRow = [bitmapimagerep pixelsHigh]-1; lowRow < highRow; lowRow++, highRow--) |
{ |
memcpy(swapRow, &pixelData[lowRow*bytesPerRow], bytesPerRow); |
memcpy(&pixelData[lowRow*bytesPerRow], &pixelData[highRow*bytesPerRow], bytesPerRow); |
memcpy(&pixelData[highRow*bytesPerRow], swapRow, bytesPerRow); |
} |
free(swapRow); |
} |
return bitmapimagerep; |
} |
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