OpenSubdiv/examples/common/gl_hud.h
2014-05-23 13:24:31 -07:00

83 lines
2.2 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef GL_HUD_H
#define GL_HUD_H
#include "hud.h"
#include <osd/opengl.h>
#include "gl_framebuffer.h"
class GLhud : public Hud {
public:
GLhud();
~GLhud();
void Init(int width, int height) {
Init(width, height, width, height);
}
void Rebuild(int width, int height) {
Rebuild(width, height, width, height);
}
virtual void Init(int width, int height, int framebufferWidth, int framebufferHeight);
virtual void Rebuild(int width, int height,
int framebufferWidth, int framebufferHeight);
virtual bool Flush();
void SetFrameBuffer(GLFrameBuffer * frameBuffer) {
if (not _frameBuffer) {
_frameBuffer = frameBuffer;
_frameBuffer->Init(GetWidth(), GetHeight());
_frameBuffer->BuildUI(this, 10, 600);
}
}
GLFrameBuffer * GetFrameBuffer() {
return _frameBuffer;
}
private:
GLFrameBuffer * _frameBuffer;
GLuint _fontTexture;
GLuint _vbo, _staticVbo;
GLuint _vao, _staticVao;
int _staticVboSize;
GLint _program;
GLint _mvpMatrix;
GLint _aPosition, _aColor, _aUV;
};
#endif // GL_HUD_H