Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// TOGL CODE LICENSE
//
// Copyright 2011-2014 Valve Corporation
// All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// cglmfbo.h
// GLMgr FBO's (render targets)
//
//===============================================================================
#ifndef CGLMFBO_H
#define CGLMFBO_H
#pragma once
// good FBO references / recaps
// http://www.songho.ca/opengl/gl_fbo.html
// http://www.gamedev.net/reference/articles/article2331.asp
// ext links
// http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt
// http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt
//===============================================================================
// tokens not in the SDK headers
#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
#define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
#endif
//===============================================================================
// forward declarations
class GLMContext;
enum EGLMFBOAttachment
{
kAttColor0, kAttColor1, kAttColor2, kAttColor3,
kAttDepth, kAttStencil, kAttDepthStencil,
kAttCount
};
struct GLMFBOTexAttachParams
{
CGLMTex *m_tex;
int m_face; // keep zero if not cube map
int m_mip; // keep zero if notmip mapped
int m_zslice; // keep zero if not a 3D tex
};
class CGLMFBO
{
friend class GLMContext;
friend class GLMTester;
friend class CGLMTex;
friend struct IDirect3D9;
friend struct IDirect3DDevice9;
public:
CGLMFBO( GLMContext *ctx );
~CGLMFBO( );
protected:
void TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
void TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
// you can also pass GL_READ_FRAMEBUFFER_EXT or GL_DRAW_FRAMEBUFFER_EXT to selectively bind the receiving FBO to one or the other.
void TexScrub( CGLMTex *tex );
// search and destroy any attachment for the named texture
bool IsReady( void ); // aka FBO completeness check - ready to draw
GLMContext *m_ctx; // link back to parent context
GLuint m_name; // name of this FBO in the context
GLMFBOTexAttachParams m_attach[ kAttCount ]; // indexed by EGLMFBOAttachment
};
#endif