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#pragma once
namespace Hsdbg
{
class ImageRenderer
{
public:
ImageRenderer() = default;
~ImageRenderer();
ImageRenderer(const ImageRenderer&) = delete;
ImageRenderer(ImageRenderer&&) = delete;
auto operator=(const ImageRenderer&) -> ImageRenderer& = delete;
auto operator=(ImageRenderer&&) -> ImageRenderer& = delete;
auto init() -> bool;
auto shutdown() -> void;
auto ready() const -> bool { return m_program != 0; }
// draws the texture into the given rectangle, in framebuffer pixels with
// the origin at the top-left, blended over whatever is already there
auto draw(unsigned int texture,
float x0, float y0, float x1, float y1,
int framebuffer_width, int framebuffer_height) -> void;
private:
unsigned int m_program = 0;
unsigned int m_vao = 0;
unsigned int m_vbo = 0;
int m_texture_uniform = -1;
};
}
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