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https://github.com/PixarAnimationStudios/OpenSubdiv
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c3aa00e706
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.
135 lines
3.0 KiB
C++
135 lines
3.0 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 OPENSUBDIV_EXAMPLES_GL_FRAMEBUFFER_H
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#define OPENSUBDIV_EXAMPLES_GL_FRAMEBUFFER_H
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#include <osd/opengl.h>
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class GLhud;
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//------------------------------------------------------
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class GLFrameBuffer {
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public:
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GLFrameBuffer();
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int GetWidth() const {
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return _width;
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}
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int GetHeight() const {
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return _height;
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}
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virtual void Init(int width, int height);
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virtual void Reshape(int width, int height);
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virtual void ApplyImageShader();
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virtual void Bind() const;
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virtual void BuildUI(GLhud * hud, int x, int y);
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void Screenshot() const;
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protected:
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friend class GLhud;
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virtual ~GLFrameBuffer();
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GLuint getFrameBuffer() {
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return _frameBuffer;
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}
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GLuint getProgram() {
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return _program;
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}
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void setProgram(GLuint program) {
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if (_program) {
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glDeleteProgram(_program);
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}
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_program = program;
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}
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GLuint compileProgram(char const * src, char const * defines=0);
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GLuint allocateTexture();
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private:
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int _width, _height;
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GLuint _frameBuffer;
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GLuint _frameBufferColor;
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GLuint _frameBufferNormal;
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GLuint _frameBufferDepthTexture;
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GLuint _program;
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GLuint _vao;
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GLuint _vbo;
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};
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//------------------------------------------------------
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class SSAOGLFrameBuffer : public GLFrameBuffer {
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public:
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SSAOGLFrameBuffer();
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virtual void Init(int width, int height);
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virtual void ApplyImageShader();
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virtual void BuildUI(GLhud * hud, int x, int y);
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void SetActive(bool value);
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bool IsActive() const {
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return _active;
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}
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void SetRadius(float value);
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void SetScale(float value);
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void SetGamma(float value);
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void SetContrast(float value);
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private:
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bool _active;
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GLint _radius,
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_scale,
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_gamma,
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_contrast;
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};
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#endif // OPENSUBDIV_EXAMPLES_GL_FRAMEBUFFER_H
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