Exhibits/Fur/Fur.m
/* |
File: Fur.m |
Abstract: Fur Exhibit |
Author: "OpenGL Shading Language" book. |
(a.k.a "the orange book") |
© Copyright 2004 Apple Computer, Inc. All rights reserved. |
IMPORTANT: This Apple software is supplied to |
you by Apple Computer, Inc. ("Apple") in |
consideration of your agreement to the following |
terms, and your use, installation, modification |
or redistribution of this Apple software |
constitutes acceptance of these terms. If you do |
not agree with these terms, please do not use, |
install, modify or redistribute this Apple |
software. |
In consideration of your agreement to abide by |
the following terms, and subject to these terms, |
Apple grants you a personal, non-exclusive |
license, under Apple's copyrights in this |
original Apple software (the "Apple Software"), |
to use, reproduce, modify and redistribute the |
Apple Software, with or without modifications, in |
source and/or binary forms; provided that if you |
redistribute the Apple Software in its entirety |
and without modifications, you must retain this |
notice and the following text and disclaimers in |
all such redistributions of the Apple Software. |
Neither the name, trademarks, service marks or |
logos of Apple Computer, Inc. may be used to |
endorse or promote products derived from the |
Apple Software without specific prior written |
permission from Apple. Except as expressly |
stated in this notice, no other rights or |
licenses, express or implied, are granted by |
Apple herein, including but not limited to any |
patent rights that may be infringed by your |
derivative works or by other works in which the |
Apple Software may be incorporated. |
The Apple Software is provided by Apple on an "AS |
IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR |
IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED |
WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY |
AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING |
THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE |
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IN NO EVENT SHALL APPLE BE LIABLE FOR ANY |
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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UNDER THEORY OF CONTRACT, TORT (INCLUDING |
NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN |
IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF |
SUCH DAMAGE. |
*/ |
#import "Fur.h" |
@implementation Fur |
- (id) init |
{ |
[super init]; |
return self; |
} |
- (void) initLazy |
{ |
[super initLazy]; |
/* Setup GLSL */ |
{ |
NSBundle *bundle; |
NSString *string, *vertex_string, *fragment_string; |
NSBitmapImageRep *bitmapimagerep; |
NSRect rect; |
bundle = [NSBundle bundleForClass: [self class]]; |
/* Create noise texture */ |
glGenTextures(1, &noiseTexture); |
glBindTexture(GL_TEXTURE_2D, noiseTexture); |
string = [bundle pathForResource: @"Noise512x512xRGB" ofType: @"png"]; |
bitmapimagerep = LoadImage(string, 1); |
rect = NSMakeRect(0, 0, [bitmapimagerep pixelsWide], [bitmapimagerep pixelsHigh]); |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rect.size.width, rect.size.height, 0, |
(([bitmapimagerep hasAlpha])?(GL_RGBA):(GL_RGB)), GL_UNSIGNED_BYTE, |
[bitmapimagerep bitmapData]); |
/* Create color Texture */ |
glGenTextures(1, &colorTexture); |
glBindTexture(GL_TEXTURE_2D, colorTexture); |
string = [bundle pathForResource: @"Leopard" ofType: @"jpg"]; |
bitmapimagerep = LoadImage(string, 1); |
rect = NSMakeRect(0, 0, [bitmapimagerep pixelsWide], [bitmapimagerep pixelsHigh]); |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rect.size.width, rect.size.height, 0, |
(([bitmapimagerep hasAlpha])?(GL_RGBA):(GL_RGB)), GL_UNSIGNED_BYTE, |
[bitmapimagerep bitmapData]); |
/* Load vertex and fragment shader */ |
vertex_string = [bundle pathForResource: @"Fur" ofType: @"vert"]; |
vertex_string = [NSString stringWithContentsOfFile: vertex_string]; |
fragment_string = [bundle pathForResource: @"Fur" ofType: @"frag"]; |
fragment_string = [NSString stringWithContentsOfFile: fragment_string]; |
if ([self loadVertexShader: vertex_string fragmentShader: fragment_string]) |
NSLog(@"Failed to load Fur"); |
/* Setup uniforms */ |
glUseProgramObjectARB(program_object); |
glUniform1fARB(glGetUniformLocationARB(program_object, "ambient"), 0.2); |
glUniform3fARB(glGetUniformLocationARB(program_object, "lightPosition"), 0.0, 0.0, 5.0); |
glUniform1fARB(glGetUniformLocationARB(program_object, "spacing"), 1); |
glUniform1iARB(glGetUniformLocationARB(program_object, "noiseTexture"), 0); |
glUniform1iARB(glGetUniformLocationARB(program_object, "colorTexture"), 1); |
/* Create a display list for the teapot (especially important with the number of |
teapots per frame in this shell-based approach) */ |
teapotList = glGenLists(1); |
glNewList(teapotList, GL_COMPILE); |
teapot(8, 0.5, GL_FILL); |
glEndList(); |
} |
} |
- (void) dealloc |
{ |
glDeleteTextures(1, &noiseTexture); |
glDeleteTextures(1, &colorTexture); |
glDeleteLists(teapotList, 1); |
[super dealloc]; |
} |
- (NSString *) name |
{ |
return @"Fur"; |
} |
- (NSString *) descriptionFilename |
{ |
NSBundle *bundle; |
NSString *string; |
bundle = [NSBundle bundleForClass: [self class]]; |
string = [bundle pathForResource: @"Fur" ofType: @"rtf"]; |
return string; |
} |
#define SHELLS 10 |
#define FUR_HEIGHT .25 |
#define SHELL_TRANSPARENCY .3 |
- (void) renderFrame |
{ |
int i; |
[super renderFrame]; |
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_CURRENT_BIT); |
glDisable(GL_TEXTURE_3D); |
glDisable(GL_TEXTURE_2D); |
glEnable(GL_LIGHTING); |
glEnable(GL_LIGHT0); |
/* Draw the skin before the fur */ |
glColor3f(0.9, 0.65, 0.4); |
glEnable(GL_COLOR_MATERIAL); |
glCallList(teapotList); |
glUseProgramObjectARB(program_object); |
glColor3f(1.0, 1.0, 1.0); |
glDisable(GL_COLOR_MATERIAL); |
glActiveTexture(GL_TEXTURE0); |
glBindTexture(GL_TEXTURE_2D, noiseTexture); |
glActiveTexture(GL_TEXTURE1); |
glBindTexture(GL_TEXTURE_2D, colorTexture); |
glActiveTexture(GL_TEXTURE0); |
glEnable(GL_BLEND); |
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
glUniform1fARB(glGetUniformLocationARB(program_object, "transparency"), 1); |
glUniform1fARB(glGetUniformLocationARB(program_object, "furHeight"), 0); |
glUniform1fARB(glGetUniformLocationARB(program_object, "transparency"), SHELL_TRANSPARENCY); |
glEnable(GL_CULL_FACE); |
for (i = 1; i < SHELLS; i++) |
{ |
glUniform1fARB(glGetUniformLocationARB(program_object, "furHeight"), (float)i / (SHELLS / FUR_HEIGHT)); |
glCallList(teapotList); |
} |
glUseProgramObjectARB(NULL); |
glPopAttrib(); |
} |
- (BOOL) reflect |
{ |
return NO; |
} |
@end |
Copyright © 2006 Apple Computer, Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2006-07-17