//============ Copyright (c) Valve Corporation, All rights reserved. ============ // // cglmfbo.h // GLMgr FBO's (render targets) // //=============================================================================== #ifndef CGLMFBO_H #define CGLMFBO_H #pragma once #include "glmgr/cglmtex.h" // 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; // implicitly 16 maximum color attachments possible enum EGLMFBOAttachment { kAttColor0, kAttColor1, kAttColor2, kAttColor3, kAttColor4, kAttColor5, kAttColor6, kAttColor7, kAttColor8, kAttColor9, kAttColor10, kAttColor11, kAttColor12, kAttColor13, kAttColor14, kAttColor15, 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 { public: protected: friend class GLMContext; // only GLMContext can make CGLMFBO objects friend class GLMTester; friend class CGLMTex; friend class IDirect3D9; friend class IDirect3DDevice9; CGLMFBO( GLMContext *ctx ); ~CGLMFBO( ); 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 int m_sizeX,m_sizeY; }; #endif