Sources/Toolkits/Classes/OpenGLQuadsUtilityToolkit.m
//--------------------------------------------------------------------------- |
// |
// File: OpenGLQuadsUtilityToolkit.m |
// |
// Abstract: Utility toolkit to generating data streams using quads |
// |
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//--------------------------------------------------------------------------- |
//------------------------------------------------------------------------ |
#import "OpenGLQuadsUtilityToolkit.h" |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
@implementation OpenGLQuadsUtilityToolkit |
//------------------------------------------------------------------------ |
- (id) initWithBounds:(NSRect)theBounds |
{ |
self = [super init]; |
bounds.origin.x = theBounds.origin.x; |
bounds.origin.y = theBounds.origin.y; |
bounds.size.width = theBounds.size.width; |
bounds.size.height = theBounds.size.height; |
return self; |
} // init |
//------------------------------------------------------------------------ |
- (void) dealloc |
{ |
// Notify the superclass |
[super dealloc]; |
} // dealloc |
//------------------------------------------------------------------------ |
// |
// This method demonstrates that a viewport-sized quad is equivalent in |
// having a data stream generator. That is to say, in order to utilize |
// a fragment shader in an OpenGL pipeline, it is essential that one |
// should generate pixels. As a result, upon drawing a quad the size of |
// our viewport, one is generating a fragment for every pixel of our |
// destination texture. It should be noted that this is not part of |
// the computational process, as this is only the visualization of the |
// results. |
// |
//------------------------------------------------------------------------ |
- (void) quads |
{ |
glBegin( GL_QUADS ); |
glTexCoord2f( 0.0f, 0.0f ); |
glVertex2f( bounds.origin.x, bounds.origin.y ); |
glTexCoord2f( bounds.size.width, 0.0f ); |
glVertex2f( bounds.size.width, bounds.origin.y ); |
glTexCoord2f( bounds.size.width, bounds.size.height ); |
glVertex2f( bounds.size.width, bounds.size.height ); |
glTexCoord2f( 0.0f, bounds.size.height ); |
glVertex2f( bounds.origin.x, bounds.size.height ); |
glEnd(); |
} // quads |
//------------------------------------------------------------------------ |
@end |
//------------------------------------------------------------------------ |
//------------------------------------------------------------------------ |
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