3 This file is part of libmspgl
4 Copyright © 2007 Mikko Rasa, Mikkosoft Productions
5 Distributed under the LGPL
8 #ifndef MSP_GL_FRAMEBUFFER_H_
9 #define MSP_GL_FRAMEBUFFER_H_
22 enum FramebufferAttachment
24 COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0_EXT,
25 COLOR_ATTACHMENT1 = GL_COLOR_ATTACHMENT1_EXT,
26 COLOR_ATTACHMENT2 = GL_COLOR_ATTACHMENT2_EXT,
27 COLOR_ATTACHMENT3 = GL_COLOR_ATTACHMENT3_EXT,
28 DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT_EXT,
29 STENCIL_ATTACHMENT = GL_STENCIL_ATTACHMENT_EXT
32 enum FramebufferStatus
34 FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT,
35 FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT,
36 FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT,
37 FRAMEBUFFER_INCOMPLETE_FORMATS = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT,
38 FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT,
39 FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT,
40 FRAMEBUFFER_UNSUPPORTED = GL_FRAMEBUFFER_UNSUPPORTED_EXT,
41 FRAMEBUFFER_COMPLETE = GL_FRAMEBUFFER_COMPLETE_EXT
46 COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT,
47 DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT,
48 STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT,
49 ACCUM_BUFFER_BIT = GL_ACCUM_BUFFER_BIT
55 FRONT_LEFT = GL_FRONT_LEFT,
56 FRONT_RIGHT = GL_FRONT_RIGHT,
57 BACK_LEFT = GL_BACK_LEFT,
58 BACK_RIGHT = GL_BACK_RIGHT,
63 FRONT_AND_BACK = GL_FRONT_AND_BACK
67 Framebuffer objects can be used to perform offscreen rendering. The most
68 common application is rendering to a texture, which can then be used for
69 fullscreen shader effects.
71 A framebuffer consist of a number of logical buffers, such as color and depth
72 buffers. Renderbuffers and Textures can be attached to the logical buffers. At
73 least one image must be attached for the framebuffer to be usable.
75 Requires the GL_EXT_framebuffer_object extension.
82 FramebufferAttachment attachment;
90 Attachment(FramebufferAttachment);
91 Attachment &operator=(Renderbuffer &);
92 Attachment &operator=(Texture &);
96 std::vector<Attachment> attachments;
100 static const Framebuffer *cur_fbo;
101 static int sys_viewport[4];
109 void attach(FramebufferAttachment attch, Renderbuffer &rbuf);
110 void attach(FramebufferAttachment attch, Texture2D &tex, int level);
111 void detach(FramebufferAttachment attch);
114 Checks the completeness status of the framebuffer. Returns
115 FRAMEBUFFER_COMPLETE if the framebuffer is complate and can be rendered to,
116 or one of the error status codes otherwise.
118 FramebufferStatus check_status() const;
120 static const Framebuffer *current();
121 static void unbind();
123 void maybe_bind() const;
124 Attachment &get_or_create_attachment(FramebufferAttachment);
128 inline BufferBits operator|(BufferBits a, BufferBits b)
129 { return static_cast<BufferBits>(static_cast<int>(a)|static_cast<int>(b)); }
131 void viewport(int, int, unsigned, unsigned);
132 void clear(BufferBits);
133 void draw_buffer(RWBuffer);
134 void read_buffer(RWBuffer);