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<pre class="sourcecodebox">//---------------------------------------------------------------------------------
//
// File: GLSLBasicsView.m
//
// Abstract: Main rendering class
//
// Disclaimer: IMPORTANT: This Apple software is supplied to you by
// 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 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 OR IN COMBINATION WITH YOUR PRODUCTS.
//
// IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL
// OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION,
// MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED
// AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE),
// STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2007-2008 Apple Inc., All rights reserved.
//
//---------------------------------------------------------------------------------
//---------------------------------------------------------------------------------
#import "GLSLHardwareSupport.h"
#import "GLSLBasicsView.h"
//---------------------------------------------------------------------------------
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Constatnts
//---------------------------------------------------------------------------------
static const GLfloat kPi = 3.1415927f; // IEEE-754 single precision
static const GLint kFloatSize = sizeof(GLfloat);
static const GLfloat kOffsetDelta = 1.0f/256.0f;
static const GLdouble kViewRotationDegreesPerSecond = 20.0;
static const NSTimeInterval kScheduledTimerInSeconds = 1.0f/120.0f;
//---------------------------------------------------------------------------------
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Private Enumerated Types
//---------------------------------------------------------------------------------
enum UniformLocations
{
kUniformLightPosition = 0,
kUniformOffset,
kUniformPattern,
kUniformPalette
};
typedef enum UniformLocations UniformLocations;
//---------------------------------------------------------------------------------
//---------------------------------------------------------------------------------
#pragma mark -
//---------------------------------------------------------------------------------
@implementation GLSLBasicsView
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Initialize 1D & 2D Textures
//---------------------------------------------------------------------------------
- (GLuint) initTexture1D:(const GLvoid *)thePixels
count:(const GLsizei)theCount
{
GLuint textureID = 0;
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_1D, textureID);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage1D(GL_TEXTURE_1D,
0,
GL_RGBA,
theCount,
0,
GL_RGB,
GL_FLOAT,
thePixels);
return textureID;
} // initTexture1D
//---------------------------------------------------------------------------------
- (GLuint) initTexture2D:(const GLvoid *)thePixels
width:(const GLsizei)theWidth
height:(const GLsizei)theHeight
{
GLuint textureID = 0;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
theWidth,
theHeight,
0,
GL_LUMINANCE,
GL_FLOAT,
thePixels);
return textureID;
} // initTexture2D
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Initialize palette
//---------------------------------------------------------------------------------
- (void) initPalettePixels:(GLfloat *)thePixels
count:(const GLsizei)theCount
{
GLfloat a = (GLfloat)theCount;
GLfloat b = 0.5f * a;
GLfloat c = 1.5f * a;
GLfloat d = 2.0f / a;
GLfloat x[2];
GLfloat n;
GLint i;
GLint j;
a = 1.0f / a;
c = 1.0f / c;
for( i = 0; i < theCount; i++ )
{
n = (GLfloat)i;
x[0] = kPi * n;
x[1] = sinf( a * x[0] );
j = 3 * i;
thePixels[j] = 1.0f - x[1];
thePixels[j+1] = b * c * ( 1.0f + sinf( d * x[0] ) );
thePixels[j+2] = x[1];
} // for
} // initPalettePixels
//---------------------------------------------------------------------------------
- (void) initPalette
{
GLsizei count = 256;
GLfloat *palettePixels = (GLfloat *)malloc( 3 * count * kFloatSize );
if( palettePixels != NULL )
{
[self initPalettePixels:palettePixels
count:count];
paletteID = [self initTexture1D:palettePixels
count:count];
free( palettePixels );
palettePixels = NULL;
} // if
} // initPalette
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Initialize pattern
//---------------------------------------------------------------------------------
- (void) initPatternPixels:(GLfloat *)thePixels
width:(const GLsizei)theWidth
height:(const GLsizei)theHeight
{
GLfloat a = (GLfloat)theWidth;
GLfloat b = 0.25f * a;
GLfloat c = 0.125f * a;
GLfloat f;
GLfloat x;
GLfloat y;
GLint i;
GLint iMax = theWidth >> 1;
GLint j;
GLint jMax = theHeight >> 1;
GLint k = theWidth - 1;
GLint l;
GLint m;
GLint n;
b = 1.0f / b;
c = 1.0f / c;
for( i = 0; i < iMax; i++ )
{
y = (GLfloat)i;
for( j = 0; j < jMax; j++ )
{
x = (GLfloat) j;
f = 0.25f*(sinf(b*x) + sinf(b*y) + sinf(b*(x+y)) + sinf(c*sqrtf(x*x+y*y)));
l = i * theWidth;
m = k * theWidth - l;
n = k - j;
thePixels[l+j] = f;
thePixels[l+n] = f;
thePixels[m+j] = f;
thePixels[m+n] = f;
} // for
} // for
} // initPatternPixels
//---------------------------------------------------------------------------------
- (void) initPattern
{
GLsizei width = 128;
GLsizei height = 128;
GLfloat *patternPixels = (GLfloat *)malloc(3 * width * height * kFloatSize);
if( patternPixels != NULL )
{
[self initPatternPixels:patternPixels
width:width
height:height];
patternID = [self initTexture2D:patternPixels
width:width
height:height];
free( patternPixels );
patternPixels = NULL;
} // if
} // initPattern
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Setup OpenGL & shader uniforms
//---------------------------------------------------------------------------------
- (void) initShaderUniforms
{
// Enable the program object
glUseProgramObjectARB(programObject);
// Store the values of the uniforms from the vertex
// and the fragment shaders
locations[kUniformLightPosition] = [plasma getUniformLocation:"LightPosition"];
locations[kUniformOffset] = [plasma getUniformLocation:"offset"];
locations[kUniformPattern] = [plasma getUniformLocation:"pattern"];
locations[kUniformPalette] = [plasma getUniformLocation:"palette"];
// Set the (x,y,z) coordinates of the light position
glUniform3fARB(locations[kUniformLightPosition], 0.0, 0.0, 20.0);
// Set the samplers
glUniform1iARB(locations[kUniformPattern], 0);
glUniform1iARB(locations[kUniformPalette], 1);
// Disable the program object
glUseProgramObjectARB(NULL);
} // initShaderUniforms
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Setup OpenGL
//---------------------------------------------------------------------------------
- (void) initOpenGLStates
{
[[self openGLContext] makeCurrentContext];
//-----------------------------------------------------------------
//
// For some OpenGL implementations, texture coordinates generated
// during rasterization aren't perspective correct. However, you
// can usually make them perspective correct by calling the API
// glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST). Colors
// generated at the rasterization stage aren't perspective correct
// in almost every OpenGL implementation, / and can't be made so.
// For this reason, you're more likely to encounter this problem
// with colors than texture coordinates.
//
//-----------------------------------------------------------------
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
// Set up the projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.3, 0.3, 0.0, 0.6, 1.0, 8.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -2.0);
// Turn on depth test
glEnable(GL_DEPTH_TEST);
// front - or back - facing facets can be culled
glEnable(GL_CULL_FACE);
} // initOpenGL
//---------------------------------------------------------------------------------
- (void) initTexturesForShader
{
// Create the palette
[self initPalette];
// Create the plasma pattern
[self initPattern];
} // initTexturesForShader
//---------------------------------------------------------------------------------
- (void) initGLSLShader
{
// Initialize the plasma shader from the application bundle
plasma = [[Shader alloc] initWithShadersInAppBundle:@"Plasma"];
if( plasma )
{
// Get the program object for the plasma shader
programObject = [plasma programObject];
// Setup the uniforms for the plasma shader
[self initShaderUniforms];
} // if
} // initGLSLShader
//---------------------------------------------------------------------------------
- (void) initOpenGLDisplayList
{
tranguloidTrefoil = [[TranguloidTrefoil alloc] initTranguloidTrefoilWithAttribbutes:128
ratio:16];
if( tranguloidTrefoil )
{
tranguloidTrefoilDL = [tranguloidTrefoil displayList];
} // if
} // initOpenGLDisplayList
//---------------------------------------------------------------------------------
- (void) initGLUTString:(const NSRect *)theFrame
{
NSSize size = theFrame->size;
GLsizei width = (GLsizei)size.width;
GLsizei height = (GLsizei)size.height;
NSPoint coordinates = NSMakePoint(10.0, 10.0);
info = [[GLUTString alloc] initWithViewSizeAndDrawCoordinates:&size
coordinates:&coordinates];
infoString = [[NSString alloc] initWithFormat:@"Bounds: %ld x %ld",width,height];
} // initGLUTString
//---------------------------------------------------------------------------------
- (void) initOpenGL:(const NSRect *)theFrame
{
[self initOpenGLStates];
[self initTexturesForShader];
[self initGLSLShader];
[self initOpenGLDisplayList];
[self initGLUTString:theFrame];
} // initOpenGL
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Animation Timer
//---------------------------------------------------------------------------------
- (void) heartbeat
{
[self drawRect:[self bounds]];
} // heartbeat
//---------------------------------------------------------------------------------
- (void) initUpdateTimer
{
timer = [NSTimer timerWithTimeInterval:kScheduledTimerInSeconds
target:self
selector:@selector(heartbeat)
userInfo:nil
repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:timer
forMode:NSDefaultRunLoopMode];
[[NSRunLoop currentRunLoop] addTimer:timer
forMode:NSEventTrackingRunLoopMode];
} // initUpdateTimer
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Initializations
//---------------------------------------------------------------------------------
- (void) initViewAttributes
{
lastFrameReferenceTime = [NSDate timeIntervalSinceReferenceDate];
leftMouseIsDown = NO;
rightMouseIsDown = NO;
angle = 0.0f;
pitch = 25.0f;
zoom = 1.0f;
bounds.origin.x = 0.0f;
bounds.origin.y = 0.0f;
bounds.size.width = 0.0f;
bounds.size.height = 0.0f;
} // initViewAttributes
//---------------------------------------------------------------------------------
//
// Sync to VBL to avoid tearing.
//
//---------------------------------------------------------------------------------
- (void) initSyncToVBL
{
GLint swapInterval = 1;
[[self openGLContext] setValues:&swapInterval
forParameter:NSOpenGLCPSwapInterval];
} // initSyncToVBL
//---------------------------------------------------------------------------------
- (void) initOpenGLView:(const NSRect *)theFrame
{
// Setting the view's frame size
[self setFrameSize:theFrame->size];
// View attributes initilizations
[self initViewAttributes];
// New timer for updating OpenGL view
[self initUpdateTimer];
// Sync to VBL to avoid tearing
[self initSyncToVBL];
// OpenGL initializations
[self initOpenGL:theFrame];
// Did the frame change?
[self setPostsFrameChangedNotifications:YES];
} // initOpenGLView
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Designated initializer
//---------------------------------------------------------------------------------
- (NSOpenGLPixelFormat *) initPixelFormat
{
NSOpenGLPixelFormatAttribute pixelAttributes[]
= {
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 24,
NSOpenGLPFAStencilSize, 8,
0
};
CheckForGLSLHardwareSupport( pixelAttributes );
NSOpenGLPixelFormat *pixelFormat = [[[NSOpenGLPixelFormat alloc] initWithAttributes:pixelAttributes]
autorelease];
return pixelFormat;
} // initPixelFormat
//---------------------------------------------------------------------------------
- (id) initWithFrame:(NSRect)theFrame
pixelFormat:(NSOpenGLPixelFormat *)thePixelFormat
{
// Create a GL Context to use - i.e. init the superclass
if( thePixelFormat == nil )
{
thePixelFormat = [self initPixelFormat];
} // if
self = [super initWithFrame:theFrame
pixelFormat:thePixelFormat];
if( self )
{
[self initOpenGLView:&theFrame];
} // if
return self;
} // initWithFrame
//---------------------------------------------------------------------------------
- (id) initWithFrame:(NSRect)theFrame
{
return [self initWithFrame:theFrame
pixelFormat:nil];
} // initWithFrame
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Deallocating Resources
//---------------------------------------------------------------------------------
- (void) deallocTimer
{
if( timer )
{
[timer invalidate];
[timer release];
timer = nil;
} // if
} // deallocTimer
//---------------------------------------------------------------------------------
- (void) deallocOpenGLResources
{
if( tranguloidTrefoil )
{
[tranguloidTrefoil release];
tranguloidTrefoil = nil;
} // if
if( patternID )
{
glDeleteTextures(1, &patternID);
} // if
if( paletteID )
{
glDeleteTextures(1, &paletteID);
} // if
if( plasma )
{
[plasma release];
plasma = nil;
} // if
if( info )
{
[info release];
info = nil;
} // if
if( infoString )
{
[infoString release];
infoString = nil;
} // if
} //deallocOpenGLResources
//---------------------------------------------------------------------------------
- (void) dealloc
{
// Release the update timer
[self deallocTimer];
// Delete OpenGL resources
[self deallocOpenGLResources];
//Dealloc the superclass
[super dealloc];
} // dealloc
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Binding palette & pattern
//---------------------------------------------------------------------------------
- (void) bindPalette
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, paletteID);
} // bindPalette
//---------------------------------------------------------------------------------
- (void) bindPattern
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, patternID);
} // bindPattern
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Updating Drawing Parameters
//---------------------------------------------------------------------------------
- (void) updateOffset
{
offset += kOffsetDelta;
if( offset > 1.0f )
{
offset = 0.0f;
} // if
} // updateOffset
//---------------------------------------------------------------------------------
- (NSTimeInterval) updateTimeDelta
{
NSTimeInterval timeNow = [NSDate timeIntervalSinceReferenceDate];
NSTimeInterval timeDelta = timeNow - lastFrameReferenceTime;
return timeDelta;
} // updateTimeDelta
//---------------------------------------------------------------------------------
- (void) updatePitch
{
if( pitch < -45.0f )
{
pitch = -45.0f;
} // if
else if( pitch > 90.0f )
{
pitch = 90.0f;
} // else if
glRotatef(pitch, 1.0f, 0.0f, 0.0f);
} // updatePitch
//---------------------------------------------------------------------------------
- (void) updateAngle
{
if( !leftMouseIsDown && !rightMouseIsDown )
{
NSTimeInterval updateTimeDelta = [self updateTimeDelta];
angle += kViewRotationDegreesPerSecond * updateTimeDelta;
if( angle >= 360.0f )
{
angle -= 360.0f;
} // if
} // if
// update object rotation
glRotatef( angle, 0.0f, 1.0f, 0.0f );
// reset time in all cases
lastFrameReferenceTime = [NSDate timeIntervalSinceReferenceDate];
} // updateAngle
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Updating & Resizing
//---------------------------------------------------------------------------------
- (void) updatePrespectiveMatrix
{
GLdouble width = (GLdouble)NSWidth(bounds);
GLdouble height = (GLdouble)NSHeight(bounds);
GLdouble aspect = width / height;
GLdouble right = 0.15 * aspect * zoom;
GLdouble left = -right;
GLdouble top = 0.15 * zoom;
GLdouble bottom = -top;
GLdouble zNear = 1.0;
GLdouble zFar = 8.0;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(left, right, bottom, top, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
} // updatePrespectiveMatrix
//---------------------------------------------------------------------------------
//
// Handles resizing/updating of OpenGL needs context update and if the window
// dimensions change, window dimensions update, reseting of viewport and an update
// of the projection matrix.
//
//---------------------------------------------------------------------------------
- (void) resizeView
{
NSRect viewBounds = [self bounds];
if( !NSEqualRects( viewBounds, bounds ) )
{
GLsizei width = (GLsizei)NSWidth(viewBounds);
GLsizei height = (GLsizei)NSHeight(viewBounds);
// GLUT string object needs to know the view bounds have changed as well
if( infoString )
{
[infoString release];
infoString = nil;
} // if
infoString = [[NSString alloc] initWithFormat:@"Bounds: %ld x %ld",width,height];
[info setViewSize:&viewBounds.size];
// Update the view bounds
bounds = viewBounds;
// Prespective matrix & the OpenGL view needs an update as well
[self updatePrespectiveMatrix];
// View port has changed as well
glViewport(0, 0, width, height);
} // if
} // resizeView
//---------------------------------------------------------------------------------
//
// Window resizes, moves and display changes.
//
//---------------------------------------------------------------------------------
- (void) update
{
[super update];
} // update
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Draw Utilities
//---------------------------------------------------------------------------------
- (void) drawBegin
{
[[self openGLContext] makeCurrentContext];
[self resizeView];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glClearColor(0.075f, 0.075f, 0.075f, 1.0f);
glPushMatrix();
} // drawBegin
//---------------------------------------------------------------------------------
- (void) drawEnd
{
glPopMatrix();
[info drawString:infoString];
[[self openGLContext] flushBuffer];
} // drawEnd
//---------------------------------------------------------------------------------
#pragma mark -
#pragma mark Drawing Utilities
//---------------------------------------------------------------------------------
- (void) scaleModel
{
glScalef(0.055f, 0.055f, 0.055f);
// Use our display list
glCallList(tranguloidTrefoilDL);
} // scaleModel
//---------------------------------------------------------------------------------
- (void) applyShader
{