1 /* 2 ----------------------------------------------------------------------------- 3 This source file is part of OGRE 4 (Object-oriented Graphics Rendering Engine) 5 For the latest info, see http://www.ogre3d.org/ 6 7 Copyright (c) 2000-2014 Torus Knot Software Ltd 8 9 Permission is hereby granted, free of charge, to any person obtaining a copy 10 of this software and associated documentation files (the "Software"), to deal 11 in the Software without restriction, including without limitation the rights 12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 13 copies of the Software, and to permit persons to whom the Software is 14 furnished to do so, subject to the following conditions: 15 16 The above copyright notice and this permission notice shall be included in 17 all copies or substantial portions of the Software. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 25 THE SOFTWARE. 26 ----------------------------------------------------------------------------- 27 */ 28 #ifndef __OgreGLFBO_H__ 29 #define __OgreGLFBO_H__ 30 31 #include "OgreGLCopyingRenderTexture.h" 32 #include "OgreGLContext.h" 33 34 namespace Ogre { 35 36 /** Frame Buffer Object abstraction. 37 */ 38 class _OgreGLExport GLFrameBufferObject : public GLFrameBufferObjectCommon 39 { 40 public: 41 GLFrameBufferObject(GLFBOManager *manager, uint fsaa); 42 ~GLFrameBufferObject(); 43 44 bool bind(bool recreateIfNeeded); 45 46 /** Swap buffers - only useful when using multisample buffers. 47 */ 48 void swapBuffers(); 49 50 /** This function acts very similar to @see GLFBORenderTexture::attachDepthBuffer 51 The difference between D3D & OGL is that D3D setups the DepthBuffer before rendering, 52 while OGL setups the DepthBuffer per FBO. So the DepthBuffer (RenderBuffer) needs to 53 be attached for OGL. 54 */ 55 void attachDepthBuffer( DepthBuffer *depthBuffer ); 56 void detachDepthBuffer(); 57 getManager()58 GLFBOManager *getManager() { return mManager; } 59 private: 60 GLFBOManager *mManager; 61 GLSurfaceDesc mMultisampleColourBuffer; 62 63 void initialise(); 64 }; 65 66 } 67 68 #endif 69