/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2004, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMAGE_VIEW_FRAG_SHADER_H #define INCLUDED_IMAGE_VIEW_FRAG_SHADER_H //---------------------------------------------------------------------------- // // class ImageView -- draws an Imf::Rgba image using a fragment // shader. // //---------------------------------------------------------------------------- #include #if defined PLATFORM_WINDOWS #include #endif #if defined PLATFORM_DARWIN_PPC #include #else #include #endif #include class ImageViewFragShader: public ImageView { public: ImageViewFragShader(int x, int y, int w, int h, // display window w and h const char label[], const Imf::Rgba pixels[/* w*h */], int dw, int dh, // data window width and height int dx, int dy, // data window offset float exposure, float defog, float kneeLow, float kneeHigh, const std::string & filename); virtual void draw(); protected: virtual void updateScreenPixels (); private: bool initGL(); void loadTexture (); void loadFragShaderFromFile (); void loadBuiltinFragShader (); bool loadFragShader (const char * code); void setCgNamedParameter (const char * name, float x, float y = 0, float z = 0, float w = 0); const std::string _fsFilename; bool _useSoftware; GLuint _texture; GLuint _fprog; }; inline void ImageViewFragShader::updateScreenPixels () { } #endif