/* * Copyright 2010 Inalogic® Inc. * * This program is free software: you can redistribute it and/or modify it * under the terms of the GNU Lesser General Public License, as * published by the Free Software Foundation; either version 2.1 or 3.0 * of the License. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranties of * MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR * PURPOSE. See the applicable version of the GNU Lesser General Public * License for more details. * * You should have received a copy of both the GNU Lesser General Public * License along with this program. If not, see * * Authored by: Jay Taoko * */ #ifndef GLSH_DRAWFUNCTION_H #define GLSH_DRAWFUNCTION_H #include "GLShader.h" #include "GLShaderParameter.h" #include "NuxCore/Color.h" #include "NuxCore/Math/Matrix4.h" #include "GLDeviceObjects.h" namespace nux { class TemplateQuadBuffer; class GLSh_DrawFunction { public: GLSh_DrawFunction(); ~GLSh_DrawFunction(); void SetBackgroundColor(Color const& color); void SetTextureFunction(ObjectPtr device_texture); void Render(int x, int y, int z, int width, int height, int WindowWidth, int WindowHeight); void SetScreenPositionOffset(float x, float y); private: Color background_color_; ObjectPtr sprog; ObjectPtr m_AsmProg; float _ScreenOffsetX, _ScreenOffsetY; UINT ViewPortX; UINT ViewPortY; UINT ViewPortWidth; UINT ViewPortHeight; ObjectPtr m_device_texture; private: TemplateQuadBuffer *m_QuadBuffer; }; } #endif // GLSH_DRAWFUNCTION_H