Sources/Main/Classes/OpenGLController.m

//---------------------------------------------------------------------------
//
//  File: OpenGLController.m
//
//  Abstract: Controller for passing data to the filter and updating
//            the OpenGL view with the results of the computation
//           
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//---------------------------------------------------------------------------
 
//------------------------------------------------------------------------
 
#import "OpenGLController.h"
 
//------------------------------------------------------------------------
 
//------------------------------------------------------------------------
 
@implementation OpenGLController
 
//------------------------------------------------------------------------
 
- (void) initFilter
{
    self = [super init];
    
    textureSize = NSMakeSize( 1024, 1024 );     // Texture size = array size = 1024 x 1024
    dataBounds  = NSMakeRect( -1, -1, 1, 1 );   // Data bounds = orthographic projection 2D range
    
    // Dictionary for the uniform(s) associated with our fragment shader
    
    NSArray      *theUniformKeys       = [NSArray arrayWithObjects: @"textureUnit", nil];
    NSArray      *theUniformValues     = [NSArray arrayWithObjects: [NSNumber numberWithInt:0], nil];
    NSDictionary *theUniformDictionary = [NSDictionary dictionaryWithObjects:theUniformValues forKeys:theUniformKeys];
 
    // Instantiate a filter with the fragment shader, uniforms, data domain, 
    // and data capacity the size of our texture
    
    filter = [[OpenGLFilterUtilityToolKit alloc] initWithFilterInAppBundle:@"LaplacianEdgeDetectionFilter" 
                                                        uniformDictionary:theUniformDictionary
                                                        bounds:dataBounds
                                                        size:textureSize];
} // initFilter
 
//------------------------------------------------------------------------
 
- (id) init
{
    // Initialize the Laplacian edge detection filter and its uniforms
    
    [self initFilter];
    
    // To demonstrate the capabilities of our filter, instantiate a rotating model
    // object so that we can continously generate and feed data into our filter
    
    models = [[OpenGLRotateModels alloc] init];
    
    return self;
} // initWithTimerAttributes
 
//------------------------------------------------------------------------
 
- (void) dealloc
{
    // The models are no longer needed
 
    [models dealloc];
    
    // The filter is no longer needed
 
    [filter dealloc];
    
    // Notify the superclass
    
    [super dealloc];
} // dealloc
 
//------------------------------------------------------------------------
 
#pragma mark -- Reshaping & updating the state --
 
//------------------------------------------------------------------------
 
- (void) reshape:(NSRect)theBounds
{
    [filter resize:theBounds];
} // reshape
 
//------------------------------------------------------------------------
 
#pragma mark -- Updating & Rendering textures --
 
//------------------------------------------------------------------------
//
// This method updates the texture by rendering the models (a rotating
// Stanford Bunny and 3 tori) and copying the image to a texture. Further-
// more in a second pass we render again by using the generated texture 
// as input to the installed filter.  The results produced by the filter 
// are then copied to the allocated texture. The resulting texture is 
// then used for visualizing the results of our computation.
//
//------------------------------------------------------------------------
 
- (void) update 
{
    [filter prepare];
    
    [models rotate];
    
    [filter run];
} // update
 
//------------------------------------------------------------------------
 
@end
 
//------------------------------------------------------------------------
 
//------------------------------------------------------------------------