/******************************************************************************** * OpenGL-Framework * * Copyright (c) 2013 Daniel Chappuis * ********************************************************************************* * * * 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 FRAME_BUFFER_OBJECT_H #define FRAME_BUFFER_OBJECT_H // Libraries #include "definitions.h" #include #include #include namespace openglframework { // Class FrameBufferObject class FrameBufferObject { private: // -------------------- Attributes -------------------- // // Frame buffer ID uint mFrameBufferID; // Render buffer ID uint mRenderBufferID; public: // -------------------- Methods -------------------- // // Constructor FrameBufferObject(); // Destructor ~FrameBufferObject(); // Create the frame buffer object bool create(uint width, uint height, bool needRenderBuffer = true); // Attach a texture to the frame buffer object void attachTexture(uint position, uint textureID); // Bind the FBO void bind() const; // Unbind the FBO void unbind() const; // Return true if the needed OpenGL extensions are available for FBO static bool checkOpenGLExtensions(); // Destroy the FBO void destroy(); }; // Bind the FBO inline void FrameBufferObject::bind() const { assert(mFrameBufferID != 0); glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferID); } // Unbind the FBO inline void FrameBufferObject::unbind() const { assert(mFrameBufferID != 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); } // Return true if the needed OpenGL extensions are available for FBO inline bool FrameBufferObject::checkOpenGLExtensions() { // Check that OpenGL version is at least 3.0 or there the framebuffer object extension exists //return (GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object); return true; } } #endif