//################################################################################################## // // 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 <> // for more details. // //################################################################################################## #pragma once #include "cvfOverlayItem.h" namespace cvf { class TextureImage; class Sampler; class RenderState; 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 m_image; ref m_pow2Image; ref m_sampler; ref m_textureBindings; ref m_texture; ref m_shaderProgram; Blending m_blendMode; float m_alpha; }; }