#include "bindable.h"
#include "gl.h"
#include "texturecube.h"
+#include <msp/gl/extensions/ext_framebuffer_object.h>
namespace Msp {
namespace GL {
FRONT_AND_BACK = GL_FRONT_AND_BACK
};
+class framebuffer_incomplete: public std::runtime_error
+{
+public:
+ framebuffer_incomplete(FramebufferStatus);
+ virtual ~framebuffer_incomplete() throw() { }
+};
+
/**
Framebuffer objects can be used to perform offscreen rendering. The most
common application is rendering to a texture, which can then be used for
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);
or one of the error status codes otherwise. */
FramebufferStatus check_status() const;
+ /** Ensures that the framebuffer is complete, throwing an exception if it
+ 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