/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 1992-2020 KiCad Developers, see AUTHORS.txt for contributors. * * 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 2 * 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, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /** * @file ogl_utils.h * * Define generic OpenGL functions that are common to any OpenGL target. */ #ifndef OGL_UTILS_H_ #define OGL_UTILS_H_ #include #include "3d_rendering/image.h" #include /** * Set OpenGL materials. * * @param aMaterial a material structure with parameters to set. * @param aOpacity main model opacity 0.0 full transparent, 1.0 full opaque. * @param aUseSelectedMaterial if material should be set for selection mode. * @param aSelectionColor material to use for selection in case it is enabled. */ void OglSetMaterial( const SMATERIAL& aMaterial, float aOpacity, bool aUseSelectedMaterial = false, SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ); /** * Sets only the diffuse color and keep other parameters with default values. * * @param aMaterialDiffuse the diffuse color to assign to material properties. */ void OglSetDiffuseMaterial( const SFVEC3F& aMaterialDiffuse, float aOpacity, bool aUseSelectedMaterial = false, SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ); /** * Generate a new OpenGL texture. * * @param aImage a image to generate the texture from. * @return the OpenGL texture index created. */ GLuint OglLoadTexture( const IMAGE& aImage ); /** * Get the pixel data of current OpenGL image. * * @param aDstImage the output image. the image must be destroyed to free the data. */ void OglGetScreenshot( wxImage& aDstImage ); void OglDrawBackground( const SFVEC4F& aTopColor, const SFVEC4F& aBotColor ); /** * Reset to default state the texture settings. */ void OglResetTextureState(); #endif // OGL_UTILS_H_