forked from a1batross/Paranoia2_original
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
/*
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gl_framebuffer.h - framebuffer implementation class
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this code written for Paranoia 2: Savior modification
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Copyright (C) 2014 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef GL_FRAMEBUFFER_H
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#define GL_FRAMEBUFFER_H
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typedef enum
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{
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FBO_COLOR = 0, // only color texture is used
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FBO_DEPTH, // only depth texture is used
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FBO_CUBE, // only color texture as cubemap is side
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} FBO_TYPE;
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#define FBO_MAKEPOW (1<<0) // round buffer size to nearest pow
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#define FBO_NOTEXTURE (1<<1) // don't create texture on initialization
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#define FBO_FLOAT (1<<2) // use float texture
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#define FBO_RECTANGLE (1<<3) // use rectangle texture
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#define FBO_LINEAR (1<<4) // use linear filtering
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#define FBO_LUMINANCE (1<<5) // force to luminance texture
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class CFrameBuffer
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{
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public:
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CFrameBuffer();
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~CFrameBuffer();
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bool Init( FBO_TYPE type, GLuint width, GLuint height, GLuint flags = 0 );
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void Bind( GLuint texture = 0, GLuint side = 0 );
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bool ValidateFBO( void );
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void Free( void );
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unsigned int GetWidth( void ) const { return m_iFrameWidth; }
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unsigned int GetHeight( void ) const { return m_iFrameHeight; }
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int GetTexture( void ) const { return m_iTexture; }
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bool Active( void ) const { return m_bAllowFBO; }
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protected:
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static int m_iBufferNum; // single object for all instances
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private:
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GLuint m_iFrameWidth;
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GLuint m_iFrameHeight;
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GLint m_iTexture;
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GLuint m_iFrameBuffer;
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GLuint m_iDepthBuffer;
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GLenum m_iAttachment; // attachment type
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bool m_bAllowFBO; // FBO is valid
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GLuint m_iFlags; // member FBO flags
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};
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#endif//GL_FRAMEBUFFER_H
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