//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2014 Laurent Gomila (laurent.gom@gmail.com) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #ifndef SFML_RENDERTEXTUREIMPLFBO_HPP #define SFML_RENDERTEXTUREIMPLFBO_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include namespace sf { namespace priv { //////////////////////////////////////////////////////////// /// \brief Specialization of RenderTextureImpl using the /// FrameBuffer Object OpenGL extension /// //////////////////////////////////////////////////////////// class RenderTextureImplFBO : public RenderTextureImpl, GlResource { public: //////////////////////////////////////////////////////////// /// \brief Default constructor /// //////////////////////////////////////////////////////////// RenderTextureImplFBO(); //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// ~RenderTextureImplFBO(); //////////////////////////////////////////////////////////// /// \brief Check whether the system supports FBOs or not /// /// \return True if FBO render textures are supported /// //////////////////////////////////////////////////////////// static bool isAvailable(); private: //////////////////////////////////////////////////////////// /// \brief Create the render texture implementation /// /// \param width Width of the texture to render to /// \param height Height of the texture to render to /// \param textureId OpenGL identifier of the target texture /// \param depthBuffer Is a depth buffer requested? /// /// \return True if creation has been successful /// //////////////////////////////////////////////////////////// virtual bool create(unsigned int width, unsigned int height, unsigned int textureId, bool depthBuffer); //////////////////////////////////////////////////////////// /// \brief Activate or deactivate the render texture for rendering /// /// \param active True to activate, false to deactivate /// /// \return True on success, false on failure /// //////////////////////////////////////////////////////////// virtual bool activate(bool active); //////////////////////////////////////////////////////////// /// \brief Update the pixels of the target texture /// /// \param textureId OpenGL identifier of the target texture /// //////////////////////////////////////////////////////////// virtual void updateTexture(unsigned textureId); //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// Context* m_context; ///< Needs a separate OpenGL context for not messing up the other ones unsigned int m_frameBuffer; ///< OpenGL frame buffer object unsigned int m_depthBuffer; ///< Optional depth buffer attached to the frame buffer }; } // namespace priv } // namespace sf #endif // SFML_RENDERTEXTUREIMPLFBO_HPP