#define MSP_GL_FRAMEBUFFER_H_
#include <vector>
+#include "color.h"
+#include "framebuffer_backend.h"
#include "frameformat.h"
-#include "gl.h"
#include "texturecube.h"
-#include <msp/gl/extensions/arb_geometry_shader4.h>
-#include <msp/gl/extensions/ext_framebuffer_multisample.h>
-#include <msp/gl/extensions/ext_framebuffer_object.h>
-#include <msp/gl/extensions/nv_fbo_color_attachments.h>
namespace Msp {
namespace GL {
-class Texture;
class Texture2D;
class Texture2DMultisample;
class Texture3D;
class WindowView;
-enum BufferBits
-{
- COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT,
- DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT,
- STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT
-};
-
class framebuffer_incomplete: public std::runtime_error
{
public:
Requires the GL_EXT_framebuffer_object extension. The blit functions require
the GL_EXT_framebuffer_blit extension.
*/
-class Framebuffer
+class Framebuffer: public FramebufferBackend
{
- friend class Commands;
- friend class PipelineState;
+ friend FramebufferBackend;
private:
struct Attachment
{
- Texture *tex;
- unsigned level;
- int layer;
+ Texture *tex = 0;
+ unsigned level = 0;
+ int layer = 0;
- Attachment();
void set(Texture &, unsigned, int);
void clear();
};
- unsigned id;
FrameFormat format;
std::vector<Attachment> attachments;
unsigned width;
unsigned height;
- mutable unsigned status;
mutable unsigned dirty;
- Framebuffer(unsigned);
+ Framebuffer(bool);
public:
/** Creates an empty framebuffer. Format must be set before textures can
be attached. */
/** Creates a framebuffer and sets its format. */
Framebuffer(const FrameFormat &);
-private:
- void init();
-public:
- ~Framebuffer();
-
/** Sets the format of the framebuffer. Once the format is set, it can't
be changed. */
void set_format(const FrameFormat &);
void update() const;
void check_size();
void set_attachment(FrameAttachment, Texture &, unsigned, int, unsigned);
-public:
+public:
/** Attaches a texture to the framebuffer. Only the attachment point
portion of attch is considered; pixel format is ignored. The framebuffer
must have a format and the format of the texture must match that defined
void refresh() const { if(dirty) update(); }
- void set_debug_name(const std::string &);
+ using FramebufferBackend::set_debug_name;
static Framebuffer &system();
};
-inline BufferBits operator|(BufferBits a, BufferBits b)
-{ return static_cast<BufferBits>(static_cast<int>(a)|static_cast<int>(b)); }
+
+union ClearValue
+{
+ Color color;
+ struct
+ {
+ float depth;
+ int stencil;
+ } depth_stencil;
+
+ ClearValue(): color(0.0f, 0.0f, 0.0f, 0.0f) { }
+};
} // namespace GL
} // namespace Msp