doom3-bfg/neo/renderer/Framebuffer.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __FRAMEBUFFER_H__
#define __FRAMEBUFFER_H__
static const int MAX_SHADOWMAP_RESOLUTIONS = 5;
#if 1
static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 2048, 1024, 512, 512, 256 };
#else
static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 1024, 1024, 1024, 1024, 1024 };
#endif
class Framebuffer
{
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public:
Framebuffer( const char* name, int width, int height );
static void Init();
static void Shutdown();
// deletes OpenGL object but leaves structure intact for reloading
void PurgeFramebuffer();
void Bind();
static void BindNull();
void AddColorBuffer( int format, int index );
void AddDepthBuffer( int format );
void AttachImage2D( int target, const idImage* image, int index );
void AttachImage3D( const idImage* image );
void AttachImageDepth( const idImage* image );
void AttachImageDepthLayer( const idImage* image, int layer );
// check for OpenGL errors
void Check();
uint32_t GetFramebuffer() const
{
return frameBuffer;
}
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private:
idStr fboName;
// FBO object
uint32_t frameBuffer;
uint32_t colorBuffers[16];
int colorFormat;
uint32_t depthBuffer;
int depthFormat;
uint32_t stencilBuffer;
int stencilFormat;
int width;
int height;
static idList<Framebuffer*> framebuffers;
};
struct globalFramebuffers_t
{
Framebuffer* shadowFBO[MAX_SHADOWMAP_RESOLUTIONS];
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};
extern globalFramebuffers_t globalFramebuffers;
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#endif // __FRAMEBUFFER_H__