FrameBufferControl.hh 3.69 KB
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////////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2011, Computer Graphics Group RWTH Aachen University         //
// All rights reserved.                                                       //
////////////////////////////////////////////////////////////////////////////////

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#ifndef ACGL_RESOURCE_FRAMEBUFFERCONTROL_HH
#define ACGL_RESOURCE_FRAMEBUFFERCONTROL_HH

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#include <ACGL/ACGL.hh>

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#include <ACGL/Resource/BasicController.hh>
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#include <ACGL/OpenGL/Objects/FrameBuffer.hh>
#include <ACGL/OpenGL/GL.hh>

#include <ACGL/OpenGL/Objects/Texture.hh>
#include <ACGL/OpenGL/Objects/RenderBuffer.hh>
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namespace ACGL{
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namespace OpenGL{
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class FrameBufferControl : public Resource::BasicController<FrameBuffer>
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{
    // ========================================================================================================= \/
    // ============================================================================================ CONSTRUCTORS \/
    // ========================================================================================================= \/
public:
    FrameBufferControl(void) :
        mWidth(0),
        mHeight(0),
        mColorAttachments(),
        mDepthAttachment()
    {
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        mDepthAttachment.name         = "";
        mDepthAttachment.texture      = SharedTexture();
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        mDepthAttachment.renderBuffer = SharedRenderBuffer();
    }
    virtual ~FrameBufferControl() {}

    // ==================================================================================================== \/
    // ============================================================================================ METHODS \/
    // ==================================================================================================== \/
public:
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    inline FrameBufferControl& size              (GLsizei _width, GLsizei _height)                        { mWidth = _width; mHeight = _height;                  return *this; }
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    inline FrameBufferControl& depthTexture      (const SharedTexture& _pDepthTexture)           { mDepthAttachment.texture = _pDepthTexture;           return *this; }
    inline FrameBufferControl& depthRenderBuffer (const SharedRenderBuffer& _pDepthRenderBuffer) { mDepthAttachment.renderBuffer = _pDepthRenderBuffer; return *this; }

    inline FrameBufferControl& colorTexture(const SharedTexture& _texture)
    {
        FrameBuffer::Attachment attachment = {"", _texture, SharedRenderBuffer()};
        mColorAttachments.push_back(attachment);
        return *this;
    }
    inline FrameBufferControl& colorRenderBuffer(const SharedRenderBuffer& _renderBuffer)
    {
        FrameBuffer::Attachment attachment = {"", SharedTexture(), _renderBuffer};
        mColorAttachments.push_back(attachment);
        return *this;
    }

    // ===================================================================================================== \/
    // ============================================================================================ OVERRIDE \/
    // ===================================================================================================== \/
public:
    virtual SharedFrameBuffer create (void);

    // =================================================================================================== \/
    // ============================================================================================ FIELDS \/
    // =================================================================================================== \/
protected:
    GLsizei                    mWidth;
    GLsizei                    mHeight;
    FrameBuffer::AttachmentVec mColorAttachments;
    FrameBuffer::Attachment    mDepthAttachment;
};

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} // OpenGL
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} // ACGL

#endif // ACGL_RESOURCE_TEXTURE_HH