GLSquarePlugIn.m
/* |
File: GLSquarePlugIn.m |
Abstract: GLSquartPlugin class. |
Version: 1.0 |
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*/ |
/* It's highly recommended to use CGL macros instead of changing the current context for plug-ins that perform OpenGL rendering */ |
#import <OpenGL/CGLMacro.h> |
#import "GLSquarePlugIn.h" |
#define kQCPlugIn_Name @"OpenGL Square" |
#define kQCPlugIn_Description @"Renders a colored square" |
@implementation GLSquarePlugIn |
/* We need to declare the input / output properties as dynamic as Quartz Composer will handle their implementation */ |
@dynamic inputX, inputY, inputColor, inputImage; |
+ (NSDictionary*) attributes |
{ |
/* Return the attributes of this plug-in */ |
return [NSDictionary dictionaryWithObjectsAndKeys:kQCPlugIn_Name, QCPlugInAttributeNameKey, kQCPlugIn_Description, QCPlugInAttributeDescriptionKey, nil]; |
} |
+ (NSDictionary*) attributesForPropertyPortWithKey:(NSString*)key |
{ |
/* Return the attributes for the plug-in property ports */ |
if([key isEqualToString:@"inputX"]) |
return [NSDictionary dictionaryWithObjectsAndKeys:@"X Position", QCPortAttributeNameKey, nil]; |
if([key isEqualToString:@"inputY"]) |
return [NSDictionary dictionaryWithObjectsAndKeys:@"Y Position", QCPortAttributeNameKey, nil]; |
if([key isEqualToString:@"inputColor"]) |
return [NSDictionary dictionaryWithObjectsAndKeys:@"Color", QCPortAttributeNameKey, nil]; |
if([key isEqualToString:@"inputImage"]) |
return [NSDictionary dictionaryWithObjectsAndKeys:@"Image", QCPortAttributeNameKey, nil]; |
return nil; |
} |
+ (QCPlugInExecutionMode) executionMode |
{ |
/* This plug-in is a consumer (it renders graphics using OpenGL) */ |
return kQCPlugInExecutionModeConsumer; |
} |
+ (QCPlugInTimeMode) timeMode |
{ |
/* This plug-in does not depend on the time (time parameter is completely ignored in the -execute:atTime:withArguments: method) */ |
return kQCPlugInTimeModeNone; |
} |
@end |
@implementation GLSquarePlugIn (Execution) |
- (BOOL) execute:(id<QCPlugInContext>)context atTime:(NSTimeInterval)time withArguments:(NSDictionary*)arguments |
{ |
CGLContextObj cgl_ctx = [context CGLContextObj]; |
id<QCPlugInInputImageSource> image; |
GLuint textureName; |
GLint saveMode, |
saveName; |
GLboolean saveEnabled; |
const CGFloat* colorComponents; |
GLenum error; |
if(cgl_ctx == NULL) |
return NO; |
/* Copy the image on the "inputImage" input port to a local variable */ |
image = self.inputImage; |
/* Get a texture from the image in the context colorspace */ |
if(image && [image lockTextureRepresentationWithColorSpace:([image shouldColorMatch] ? [context colorSpace] : [image imageColorSpace]) forBounds:[image imageBounds]]) |
textureName = [image textureName]; |
else |
textureName = 0; |
/* Save and set modelview matrix */ |
glGetIntegerv(GL_MATRIX_MODE, &saveMode); |
glMatrixMode(GL_MODELVIEW); |
glPushMatrix(); |
glTranslatef(self.inputX, self.inputY, 0.0); |
/* Bind texture to unit */ |
if(textureName) |
[image bindTextureRepresentationToCGLContext:cgl_ctx textureUnit:GL_TEXTURE0 normalizeCoordinates:YES]; |
/* Get RGBA components from the color on the "inputColor" input port (the CGColorRef is guaranteed to be of type RGBA) */ |
colorComponents = CGColorGetComponents(self.inputColor); |
/* Set current color (no need to save / restore as the current color is part of the GL_CURRENT_BIT) */ |
glColor4f(colorComponents[0], colorComponents[1], colorComponents[2], colorComponents[3]); |
/* Render textured quad (we can use normalized texture coordinates independently of the texture target or the texture vertical flipping state thanks to -bindTextureRepresentationToCGLContext) */ |
glBegin(GL_QUADS); |
glTexCoord2f(1.0, 1.0); |
glVertex3f(0.5, 0.5, 0); |
glTexCoord2f(0.0, 1.0); |
glVertex3f(-0.5, 0.5, 0); |
glTexCoord2f(0.0, 0.0); |
glVertex3f(-0.5, -0.5, 0); |
glTexCoord2f(1.0, 0.0); |
glVertex3f(0.5, -0.5, 0); |
glEnd(); |
/* Unbind texture from unit */ |
if(textureName) |
[image unbindTextureRepresentationFromCGLContext:cgl_ctx textureUnit:GL_TEXTURE0]; |
/* Restore modelview matrix */ |
glMatrixMode(GL_MODELVIEW); |
glPopMatrix(); |
glMatrixMode(saveMode); |
/* Check for OpenGL errors */ |
if(error = glGetError()) |
[context logMessage:@"OpenGL error %04X", error]; |
/* Release texture */ |
if(textureName) |
[image unlockTextureRepresentation]; |
return (error ? NO : YES); |
} |
@end |
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