/*
* 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