/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef GRAPHICS_OPENGL_FRAMEBUFFER_H #define GRAPHICS_OPENGL_FRAMEBUFFER_H #include "graphics/opengl/system_headers.h" #include "graphics/opengl/texture.h" #if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2) namespace OpenGL { class FrameBuffer : public TextureGL { public: FrameBuffer(uint width, uint height); FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height); #if defined(AMIGAOS) || defined(__MORPHOS__) virtual ~FrameBuffer() {} void attach() {} void detach() {} #else virtual ~FrameBuffer(); virtual void attach(); virtual void detach(); #endif protected: GLuint getFrameBufferName() const { return _frameBuffer; } private: void init(); GLuint _renderBuffers[2]; GLuint _frameBuffer; }; #if !defined(USE_GLES2) && !defined(AMIGAOS) && !defined(__MORPHOS__) class MultiSampleFrameBuffer : public FrameBuffer { public: MultiSampleFrameBuffer(uint width, uint height, int samples); virtual ~MultiSampleFrameBuffer(); virtual void attach(); virtual void detach(); private: void init(); GLuint _msFrameBufferId; GLuint _msColorId; GLuint _msDepthId; GLuint _msSamples; }; #endif } // End of namespace OpenGL #endif // defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2) #endif