forked from mia/Aegisub
c722ce9741
Originally committed to SVN as r954.
70 lines
2.8 KiB
C++
70 lines
2.8 KiB
C++
// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// -----------------------------------------------------------------------------
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//
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// AEGISUB
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//
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// Website: http://aegisub.cellosoft.com
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// Contact: mailto:zeratul@cellosoft.com
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//
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#pragma once
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//////////////////
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// OpenGL Wrapper
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class OpenGLWrapper {
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private:
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float r1,g1,b1,a1;
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float r2,g2,b2,a2;
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int lw;
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static void Initialize();
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static GLuint CreateStandardVertexShader();
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static GLuint CreateYV12PixelShader();
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static GLuint CreateShaderProgram(GLuint vertex,GLuint pixel);
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public:
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void SetLineColour(wxColour col,float alpha=1.0f,int width=1);
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void SetFillColour(wxColour col,float alpha=1.0f);
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void SetModeLine();
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void SetModeFill();
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void DrawLine(float x1,float y1,float x2,float y2);
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void DrawEllipse(float x,float y,float radiusX,float radiusY);
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void DrawCircle(float x,float y,float radius) { DrawEllipse(x,y,radius,radius); }
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void DrawRectangle(float x1,float y1,float x2,float y2);
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void DrawRing(float x,float y,float r1,float r2,float ar=1.0f,float arcStart=0.0f,float arcEnd=0.0f);
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static bool UseShaders();
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static bool IsExtensionSupported(const char *ext);
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static bool ShadersAvailable();
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static void SetShader(GLuint i);
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static void DestroyShaderProgram(GLuint i);
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static GLuint CreateYV12Shader(float tw,float th,float tws);
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};
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