q3rally/engine/code/renderergl2/tr_fbo.h
zturtleman 866aa787cf ioquake3 resync to 3306 from 1951.
Update to ioquake3 revision 3306 from 1951 of the ioq3 Github repo via subversion. Over 4 years of changes.
2017-07-10 01:33:41 +00:00

65 lines
2.1 KiB
C

/*
===========================================================================
Copyright (C) 2010 James Canete (use.less01@gmail.com)
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_fbo.h
#ifndef __TR_FBO_H__
#define __TR_FBO_H__
struct image_s;
struct shaderProgram_s;
typedef struct FBO_s
{
char name[MAX_QPATH];
int index;
uint32_t frameBuffer;
uint32_t colorBuffers[16];
int colorFormat;
struct image_s *colorImage[16];
uint32_t depthBuffer;
int depthFormat;
uint32_t stencilBuffer;
int stencilFormat;
uint32_t packedDepthStencilBuffer;
int packedDepthStencilFormat;
int width;
int height;
} FBO_t;
void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside);
void FBO_Bind(FBO_t *fbo);
void FBO_Init(void);
void FBO_Shutdown(void);
void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend);
void FBO_Blit(FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter);
#endif