Aegisub/aegisub/gl_wrap.h

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// Copyright (c) 2007, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
#pragma once
//////////////////
// OpenGL Wrapper
class OpenGLWrapper {
private:
float r1,g1,b1,a1;
float r2,g2,b2,a2;
int lw;
static void Initialize();
static GLuint CreateStandardVertexShader();
static GLuint CreateYV12PixelShader();
static GLuint CreateShaderProgram(GLuint vertex,GLuint pixel);
public:
void SetLineColour(wxColour col,float alpha=1.0f,int width=1);
void SetFillColour(wxColour col,float alpha=1.0f);
void SetModeLine();
void SetModeFill();
void DrawLine(float x1,float y1,float x2,float y2);
void DrawEllipse(float x,float y,float radiusX,float radiusY);
void DrawCircle(float x,float y,float radius) { DrawEllipse(x,y,radius,radius); }
void DrawRectangle(float x1,float y1,float x2,float y2);
void DrawRing(float x,float y,float r1,float r2,float ar=1.0f,float arcStart=0.0f,float arcEnd=0.0f);
static bool UseShaders();
static bool IsExtensionSupported(const char *ext);
static bool ShadersAvailable();
static void SetShader(GLuint i);
static void DestroyShaderProgram(GLuint i);
static GLuint CreateYV12Shader(float tw,float th);
};