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- /************************************************************************************
- Filename : Util_GL_Blitter.h
- Content : GL implementation for blitting, supporting scaling & rotation
- Created : February 24, 2015
- Authors : Reza Nourai
- Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved.
- Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
- you may not use the Oculus VR Rift SDK except in compliance with the License,
- which is provided at the time of installation or download, or which
- otherwise accompanies this software in either electronic or hard copy form.
- You may obtain a copy of the License at
- http://www.oculusvr.com/licenses/LICENSE-3.2
- Unless required by applicable law or agreed to in writing, the Oculus VR SDK
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- ************************************************************************************/
- #ifndef OVR_Util_GL_Blitter_h
- #define OVR_Util_GL_Blitter_h
- #include "Kernel/OVR_RefCount.h"
- #include "GL/CAPI_GLE.h"
- #if defined(OVR_OS_WIN32)
- #include <Windows.h>
- #include <gl/GL.h>
- #elif defined(__APPLE__)
- #include <OpenGL/gl.h>
- #else
- #include <GL/gl.h>
- #endif
- namespace OVR { namespace GLUtil {
- //-------------------------------------------------------------------------------------
- // ***** CAPI::Blitter
- // D3D11 implementation of blitter
- class Blitter : public RefCountBase<Blitter>
- {
- public:
- Blitter();
- ~Blitter();
- bool Initialize();
- // Blit sourceTexture to the active frame buffer
- bool Blt(GLuint sourceTexId);
- private:
- GLuint ReadFBO;
- };
- }} // namespace OVR::GLUtil
- #endif // OVR_Util_GL_Blitter_h
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