#include "bindable.h"
#include "gl.h"
#include "texturecube.h"
+#include <msp/gl/extensions/ext_framebuffer_object.h>
+#include <msp/gl/extensions/msp_stereo_rendering.h>
namespace Msp {
namespace GL {
{
FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
- FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT,
- FRAMEBUFFER_INCOMPLETE_FORMATS = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT,
+ FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
+ FRAMEBUFFER_INCOMPLETE_FORMATS = GL_FRAMEBUFFER_INCOMPLETE_FORMATS,
FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER,
FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER,
FRAMEBUFFER_UNSUPPORTED = GL_FRAMEBUFFER_UNSUPPORTED,
{
COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT,
DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT,
- STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT,
- ACCUM_BUFFER_BIT = GL_ACCUM_BUFFER_BIT
+ STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT
};
enum RWBuffer
Texture *tex;
};
unsigned level;
- GLenum cube_face;
+ unsigned layer;
Attachment(FramebufferAttachment);
void set(Renderbuffer &);
- void set(Texture &, GLenum, unsigned);
+ void set(Texture &, unsigned, unsigned);
void clear();
};
+ struct Viewport
+ {
+ int left;
+ int bottom;
+ unsigned width;
+ unsigned height;
+
+ Viewport();
+ };
+
unsigned id;
std::vector<Attachment> attachments;
unsigned width;
unsigned height;
+ Viewport view;
mutable unsigned dirty;
Framebuffer(unsigned);
isn't. */
void require_complete() const;
+ void viewport(int, int, unsigned, unsigned);
+ void reset_viewport();
+
void clear(BufferBits);
/** Blits a region from another framebuffer into this one. If the source