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
 
//------------------------------------------------------------------------
 
//------------------------------------------------------------------------