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104 lines
3.3 KiB
104 lines
3.3 KiB
//========= 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 |