86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
/*
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OpenVR for PyMOL Copyright Notice
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=====================================
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The OpenVR for PyMOL source code is copyrighted, but you can freely use and
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copy it as long as you don't change or remove any of the Copyright notices.
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OpenVR for PyMOL is made available under the following open-source license
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terms:
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------------------------------------------------------------------------------
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Copyright (c) 2018 EPAM Systems, Inc.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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------------------------------------------------------------------------------
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*/
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#ifndef _H_OpenVRQuad
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#define _H_OpenVRQuad
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// system headers
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#include "os_gl.h"
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class OpenVRQuad {
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public:
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OpenVRQuad();
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~OpenVRQuad();
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void SetTexture(GLuint textureID, unsigned spriteCount = 1);
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void SetSprite(unsigned index);
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void SetSize(float width, float height);
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void SetAlpha(float alpha);
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void SetMirror(bool mirror);
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void Draw();
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private:
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void InitGeometry();
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void FreeGeometry();
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bool InitShaders();
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void FreeShaders();
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private:
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float m_width;
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float m_height;
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unsigned m_spriteIndex;
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unsigned m_spriteCount;
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float m_alpha;
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bool m_mirror;
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// geometry
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GLuint m_vertexArrayID;
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GLuint m_vertexBufferID;
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GLuint m_vertexCount;
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// texture
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GLuint m_textureID;
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// shader
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GLuint m_programID;
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GLint m_positionMulAddUniform;
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GLint m_texcoordMulAddUniform;
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GLint m_colorMulAddUniform;
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GLint m_textureUniform;
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};
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#endif /* _H_OpenVRQuad */
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