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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