ResInsight/VisualizationModules/LibRender/cvfOverlayImage.h

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//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2012 Ceetron AS
//
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfOverlayItem.h"
namespace cvf {
class TextureImage;
class Sampler;
class RenderStateTextureBindings;
class Texture;
class ShaderProgram;
//==================================================================================================
//
// Overlay text box
//
//==================================================================================================
class OverlayImage : public OverlayItem
{
public:
enum Blending
{
NO_BLENDING,
GLOBAL_ALPHA,
TEXTURE_ALPHA
};
public:
OverlayImage(TextureImage* image);
~OverlayImage();
virtual Vec2ui sizeHint();
virtual Vec2ui maximumSize();
virtual Vec2ui minimumSize();
virtual void render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size);
virtual void renderSoftware(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size);
void setImage(TextureImage* image);
void setPixelSize(const Vec2ui& size);
void setGlobalAlpha(float alphaFactor);
void setBlending(Blending mode);
const TextureImage* image() const;
private:
void render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software);
private:
Vec2ui m_size;
ref<TextureImage> m_image;
ref<Sampler> m_sampler;
ref<RenderStateTextureBindings> m_textureBindings;
ref<Texture> m_texture;
ref<ShaderProgram> m_shaderProgram;
Blending m_blendMode;
float m_alpha;
};
}