Files
oak-editor/app/render/backend/opengl/functions.h
T
itsmattkc 26b3993b9d made vast improvements to rendering engine and node structure
This was many changes that were largely fundamentally related. They included:
- More const modifiers to enforce read only node graphs
- Support for fragment and vertex shaders from the nodes
- Support for node code loaded externally (embedded into the binary)
- Fixed issue preventing two textures from being used in a shader
- Removed several unused functions and cleaned up code
- Fixed video media node misreading its matrix input
2019-12-09 23:50:52 +11:00

57 lines
1.4 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program 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 program 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 for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#ifndef OPENGLFUNCTIONS_H
#define OPENGLFUNCTIONS_H
#include <QMatrix4x4>
#include <QOpenGLFunctions>
#include "openglshader.h"
namespace olive {
namespace gl {
/**
* @brief Draw texture on screen
*
* @param pipeline
*
* Shader to use for the texture drawing
*
* @param flipped
*
* Draw the texture vertically flipped (defaults to FALSE)
*
* @param matrix
*
* Transformation matrix to use when drawing (defaults to no transform)
*/
void Blit(OpenGLShaderPtr pipeline, bool flipped = false, QMatrix4x4 matrix = QMatrix4x4());
void OCIOBlit(OpenGLShaderPtr pipeline, GLuint lut, bool flipped = false, QMatrix4x4 matrix = QMatrix4x4());
void PrepareToDraw(QOpenGLFunctions* f);
}
}
#endif // OPENGLFUNCTIONS_H