OpenSubdiv/examples/common/glFramebuffer.h
Takahito Tejima c3aa00e706 remove SupportsAdaptiveTessellation from OsdDrawContext, and example cleanups
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation
method to examples/common/glUtils, which is renamed and namespaced
from gl_common.{cpp,h} to be consistent to other files.
Same renamings applied to other example files.
2015-05-19 10:30:16 -07:00

135 lines
3.0 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 OPENSUBDIV_EXAMPLES_GL_FRAMEBUFFER_H
#define OPENSUBDIV_EXAMPLES_GL_FRAMEBUFFER_H
#include <osd/opengl.h>
class GLhud;
//------------------------------------------------------
class GLFrameBuffer {
public:
GLFrameBuffer();
int GetWidth() const {
return _width;
}
int GetHeight() const {
return _height;
}
virtual void Init(int width, int height);
virtual void Reshape(int width, int height);
virtual void ApplyImageShader();
virtual void Bind() const;
virtual void BuildUI(GLhud * hud, int x, int y);
void Screenshot() const;
protected:
friend class GLhud;
virtual ~GLFrameBuffer();
GLuint getFrameBuffer() {
return _frameBuffer;
}
GLuint getProgram() {
return _program;
}
void setProgram(GLuint program) {
if (_program) {
glDeleteProgram(_program);
}
_program = program;
}
GLuint compileProgram(char const * src, char const * defines=0);
GLuint allocateTexture();
private:
int _width, _height;
GLuint _frameBuffer;
GLuint _frameBufferColor;
GLuint _frameBufferNormal;
GLuint _frameBufferDepthTexture;
GLuint _program;
GLuint _vao;
GLuint _vbo;
};
//------------------------------------------------------
class SSAOGLFrameBuffer : public GLFrameBuffer {
public:
SSAOGLFrameBuffer();
virtual void Init(int width, int height);
virtual void ApplyImageShader();
virtual void BuildUI(GLhud * hud, int x, int y);
void SetActive(bool value);
bool IsActive() const {
return _active;
}
void SetRadius(float value);
void SetScale(float value);
void SetGamma(float value);
void SetContrast(float value);
private:
bool _active;
GLint _radius,
_scale,
_gamma,
_contrast;
};
#endif // OPENSUBDIV_EXAMPLES_GL_FRAMEBUFFER_H