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https://github.com/RetroDECK/Supermodel.git
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76 lines
1.4 KiB
C++
76 lines
1.4 KiB
C++
#ifndef FBO_H
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#define FBO_H
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#include "Pkgs/glew.h"
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#include "VBO.h"
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#include "GLSLShader.h"
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#include "Model.h"
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namespace New3D {
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class R3DFrameBuffers {
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public:
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R3DFrameBuffers();
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~R3DFrameBuffers();
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void Draw(); // draw and composite the transparent layers
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void CompositeBaseLayer();
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void CompositeAlphaLayer();
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void DrawOverTransLayers(); // opaque pixels in next priority layer need to wipe trans pixels
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bool CreateFBO(int width, int height);
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void DestroyFBO();
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void BindTexture(Layer layer);
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void SetFBO(Layer layer);
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void StoreDepth();
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void RestoreDepth();
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private:
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struct FBVertex
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{
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void Set(float x, float y, float s, float t)
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{
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texCoords[0] = s;
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texCoords[1] = t;
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verts[0] = x;
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verts[1] = y;
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verts[2] = 0; // z = 0
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}
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float texCoords[2];
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float verts[3];
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};
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bool CreateFBODepthCopy(int width, int height);
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GLuint CreateTexture(int width, int height);
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void AllocShaderTrans();
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void AllocShaderBase();
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void AllocShaderWipe();
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void DrawBaseLayer();
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void DrawAlphaLayer();
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GLuint m_frameBufferID;
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GLuint m_renderBufferID;
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GLuint m_texIDs[3];
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GLuint m_frameBufferIDCopy;
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GLuint m_renderBufferIDCopy;
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Layer m_lastLayer;
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int m_width;
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int m_height;
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// shaders
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GLSLShader m_shaderBase;
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GLSLShader m_shaderTrans;
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GLSLShader m_shaderWipe;
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// vertices for fbo
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VBO m_vbo;
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};
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}
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#endif |