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#ifndef GLSH_DRAWFUNCTION_H
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#define GLSH_DRAWFUNCTION_H
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#include "GLShaderParameter.h"
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#include "NuxCore/Math/Matrix4.h"
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#include "GLDeviceObjects.h"
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class TemplateQuadBuffer;
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class GLSh_DrawFunction
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void SetBackgroundColor(float R, float G, float B, float A);
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void SetBackgroundColor(Color color);
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void SetTextureFunction(TRefGL<IOpenGLTexture2D> device_texture);
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void SetTransformMatrix(const Matrix4& TransformMatrix)
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m_TransformMatrix = TransformMatrix;
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void Render(int x, int y, int z, int width, int height, int WindowWidth, int WindowHeight);
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void SetScreenPositionOffset(float x, float y);
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TRefGL<IOpenGLShaderProgram> sprog;
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TRefGL<IOpenGLAsmShaderProgram> m_AsmProg;
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float _ScreenOffsetX, _ScreenOffsetY;
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Matrix4 m_TransformMatrix;
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TRefGL<IOpenGLTexture2D> m_device_texture;
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TemplateQuadBuffer* m_QuadBuffer;
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#endif // GLSH_DRAWFUNCTION_H
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#ifndef GLSH_DRAWFUNCTION_H
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#define GLSH_DRAWFUNCTION_H
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#include "GLShaderParameter.h"
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#include "NuxCore/Math/Matrix4.h"
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#include "GLDeviceObjects.h"
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class TemplateQuadBuffer;
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class GLSh_DrawFunction
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void SetBackgroundColor(float R, float G, float B, float A);
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void SetBackgroundColor(Color color);
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void SetTextureFunction(TRefGL<IOpenGLTexture2D> device_texture);
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void SetTransformMatrix(const Matrix4& TransformMatrix)
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m_TransformMatrix = TransformMatrix;
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void Render(int x, int y, int z, int width, int height, int WindowWidth, int WindowHeight);
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void SetScreenPositionOffset(float x, float y);
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TRefGL<IOpenGLShaderProgram> sprog;
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TRefGL<IOpenGLAsmShaderProgram> m_AsmProg;
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float _ScreenOffsetX, _ScreenOffsetY;
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Matrix4 m_TransformMatrix;
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TRefGL<IOpenGLTexture2D> m_device_texture;
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TemplateQuadBuffer* m_QuadBuffer;
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#endif // GLSH_DRAWFUNCTION_H