61 lines
2 KiB
C++
61 lines
2 KiB
C++
// Copyright (C) 2015 The Android Open Source Project
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef TEXTURE_DRAW_H
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#define TEXTURE_DRAW_H
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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// Helper class used to draw a simple texture to the current framebuffer.
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// Usage is pretty simple:
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//
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// 1) Create a TextureDraw instance, passing the current EGLDisplay to it.
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//
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// 2) Each time you want to draw a texture, call draw(texture, rotation),
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// where |texture| is the name of a GLES 2.x texture object, and
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// |rotation| is an angle in degrees describing the clockwise rotation
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// in the GL y-upwards coordinate space. This function fills the whole
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// framebuffer with texture content.
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//
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class TextureDraw {
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public:
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// Create a new instance.
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TextureDraw(EGLDisplay display);
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// Destructor
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~TextureDraw();
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// Fill the current framebuffer with the content of |texture|, which must
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// be the name of a GLES 2.x texture object. |rotationDegrees| is a
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// clockwise rotation angle in degrees (clockwise in the GL Y-upwards
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// coordinate space). |dx,dy| is the translation of the image towards the
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// origin.
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bool draw(GLuint texture, float rotationDegrees, float dx, float dy);
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private:
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EGLDisplay mDisplay;
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GLuint mVertexShader;
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GLuint mFragmentShader;
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GLuint mProgram;
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GLint mPositionSlot;
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GLint mInCoordSlot;
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GLint mTextureSlot;
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GLint mRotationSlot;
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GLint mTranslationSlot;
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GLuint mVertexBuffer;
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GLuint mIndexBuffer;
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};
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#endif // TEXTURE_DRAW_H
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