Paranoia2/cl_dll/render/gl_framebuffer.h
2020-08-31 19:50:41 +03:00

63 lines
2.0 KiB
C++

/*
gl_framebuffer.h - framebuffer implementation class
this code written for Paranoia 2: Savior modification
Copyright (C) 2014 Uncle Mike
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.
*/
#ifndef GL_FRAMEBUFFER_H
#define GL_FRAMEBUFFER_H
typedef enum
{
FBO_COLOR = 0, // only color texture is used
FBO_DEPTH, // only depth texture is used
FBO_CUBE, // only color texture as cubemap is side
} FBO_TYPE;
#define FBO_MAKEPOW (1<<0) // round buffer size to nearest pow
#define FBO_NOTEXTURE (1<<1) // don't create texture on initialization
#define FBO_FLOAT (1<<2) // use float texture
#define FBO_RECTANGLE (1<<3) // use rectangle texture
#define FBO_LINEAR (1<<4) // use linear filtering
#define FBO_LUMINANCE (1<<5) // force to luminance texture
class CFrameBuffer
{
public:
CFrameBuffer();
~CFrameBuffer();
bool Init( FBO_TYPE type, GLuint width, GLuint height, GLuint flags = 0 );
void Bind( GLuint texture = 0, GLuint side = 0 );
bool ValidateFBO( void );
void Free( void );
unsigned int GetWidth( void ) const { return m_iFrameWidth; }
unsigned int GetHeight( void ) const { return m_iFrameHeight; }
int GetTexture( void ) const { return m_iTexture; }
bool Active( void ) const { return m_bAllowFBO; }
protected:
static int m_iBufferNum; // single object for all instances
private:
GLuint m_iFrameWidth;
GLuint m_iFrameHeight;
GLint m_iTexture;
GLuint m_iFrameBuffer;
GLuint m_iDepthBuffer;
GLenum m_iAttachment; // attachment type
bool m_bAllowFBO; // FBO is valid
GLuint m_iFlags; // member FBO flags
};
#endif//GL_FRAMEBUFFER_H