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ImageViewFragShader.h

///////////////////////////////////////////////////////////////////////////
//
// 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
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// 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. 
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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#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 <ImageView.h>

#if defined PLATFORM_WINDOWS
#include <windows.h>
#endif
#if defined PLATFORM_DARWIN_PPC
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif

#include <string>

00059 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

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