//========= 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