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104 lines
3.3 KiB
104 lines
3.3 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// TOGL CODE LICENSE
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//
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// Copyright 2011-2014 Valve Corporation
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// All Rights Reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// cglmfbo.h
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// GLMgr FBO's (render targets)
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//
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//===============================================================================
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#ifndef CGLMFBO_H
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#define CGLMFBO_H
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#pragma once
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// good FBO references / recaps
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// http://www.songho.ca/opengl/gl_fbo.html
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// http://www.gamedev.net/reference/articles/article2331.asp
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// ext links
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// http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt
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// http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt
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//===============================================================================
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// tokens not in the SDK headers
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#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
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#define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
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#endif
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//===============================================================================
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// forward declarations
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class GLMContext;
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enum EGLMFBOAttachment
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{
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kAttColor0, kAttColor1, kAttColor2, kAttColor3,
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kAttDepth, kAttStencil, kAttDepthStencil,
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kAttCount
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};
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struct GLMFBOTexAttachParams
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{
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CGLMTex *m_tex;
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int m_face; // keep zero if not cube map
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int m_mip; // keep zero if notmip mapped
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int m_zslice; // keep zero if not a 3D tex
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};
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class CGLMFBO
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{
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friend class GLMContext;
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friend class GLMTester;
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friend class CGLMTex;
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friend struct IDirect3D9;
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friend struct IDirect3DDevice9;
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public:
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CGLMFBO( GLMContext *ctx );
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~CGLMFBO( );
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protected:
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void TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
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void TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
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// you can also pass GL_READ_FRAMEBUFFER_EXT or GL_DRAW_FRAMEBUFFER_EXT to selectively bind the receiving FBO to one or the other.
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void TexScrub( CGLMTex *tex );
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// search and destroy any attachment for the named texture
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bool IsReady( void ); // aka FBO completeness check - ready to draw
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GLMContext *m_ctx; // link back to parent context
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GLuint m_name; // name of this FBO in the context
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GLMFBOTexAttachParams m_attach[ kAttCount ]; // indexed by EGLMFBOAttachment
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};
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#endif
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