mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 23:30:07 +00:00
79 lines
2.1 KiB
C++
79 lines
2.1 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef GL_HUD_H
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#define GL_HUD_H
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#include "hud.h"
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#include <osd/opengl.h>
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#include "gl_framebuffer.h"
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class GLhud : public Hud {
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public:
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GLhud();
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~GLhud();
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virtual void Init(int width, int height, int framebufferWidth, int framebufferHeight);
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virtual void Rebuild(int width, int height,
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int framebufferWidth, int framebufferHeight);
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virtual bool Flush();
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void SetFrameBuffer(GLFrameBuffer * frameBuffer) {
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if (not _frameBuffer) {
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_frameBuffer = frameBuffer;
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_frameBuffer->Init(GetWidth(), GetHeight());
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_frameBuffer->BuildUI(this, 10, 600);
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}
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}
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GLFrameBuffer * GetFrameBuffer() {
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return _frameBuffer;
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}
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GLuint GetFontTexture() const {
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return _fontTexture;
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}
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private:
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GLFrameBuffer * _frameBuffer;
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GLuint _fontTexture;
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GLuint _vbo, _staticVbo;
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GLuint _vao, _staticVao;
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int _staticVboSize;
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GLint _program;
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GLint _mvpMatrix;
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GLint _aPosition, _aColor, _aUV;
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};
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#endif // GL_HUD_H
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