Supermodel/Src/Graphics/New3D/R3DFrameBuffers.h

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#ifndef FBO_H
#define FBO_H
2020-07-31 19:18:51 +00:00
#include <GL/glew.h>
#include "VBO.h"
#include "GLSLShader.h"
#include "Model.h"
namespace New3D {
class R3DFrameBuffers {
public:
R3DFrameBuffers();
~R3DFrameBuffers();
void Draw(); // draw and composite the transparent layers
bool CreateFBO(int width, int height);
void DestroyFBO();
void BindTexture(Layer layer);
void SetFBO(Layer layer);
void StoreDepth();
void RestoreDepth();
private:
bool CreateFBODepthCopy(int width, int height);
GLuint CreateTexture(int width, int height);
void AllocShaderTrans();
void AllocShaderBase();
void DrawBaseLayer();
void DrawAlphaLayer();
GLuint m_frameBufferID;
GLuint m_renderBufferID;
GLuint m_texIDs[3];
GLuint m_frameBufferIDCopy;
GLuint m_renderBufferIDCopy;
Layer m_lastLayer;
int m_width;
int m_height;
// shaders
GLSLShader m_shaderBase;
GLSLShader m_shaderTrans;
// vao
GLuint m_vao; // this really needed if we don't actually use vertex attribs?
};
}
#endif