axmol/cocos/renderer/CCFrameBufferObject.h

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/****************************************************************************
Copyright (c) 2015 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CC_FRAME_BUFFER_H__
#define __CC_FRAME_BUFFER_H__
#include "base/CCRef.h"
#include "platform/CCGL.h"
#include "renderer/CCTexture2D.h"
#include <set>
NS_CC_BEGIN
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class CC_DLL FrameBufferObject : public Ref
{
public:
static FrameBufferObject* create(uint8_t fid, unsigned int width, unsigned int height);
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bool init(uint8_t fid, unsigned int width, unsigned int height);
public:
GLuint getFBO() const { return _fbo; }
GLuint getFID() const { return _fid; }
//call glclear to clear frame buffer object
void clearFBO();
void setClearColor(const Color4F& color) { _clearColor = color;}
void setClearDepth(float depth) { _clearDepth = depth; }
void setClearStencil(int8_t stencil) { _clearStencil = stencil; }
const Color4F& getClearColor() const { return _clearColor; }
float getClearDepth() const { return _clearDepth; }
int8_t getClearStencil() const { return _clearStencil; }
Texture2D* getColorTexture() const { return _colorTexture; }
CC_CONSTRUCTOR_ACCESS:
FrameBufferObject();
virtual ~FrameBufferObject();
private:
//openGL content for FrameBuffer
GLuint _fbo;
GLuint _depthBuffer;
//
uint8_t _fid;
//
Color4F _clearColor;
float _clearDepth;
int8_t _clearStencil;
int _width;
int _height;
Texture2D* _colorTexture;
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public:
static void initDefaultFBO();
static void applyDefaultFBO();
static void clearAllFBOs();
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private:
static GLuint _defaultFBO;
static std::set<FrameBufferObject*> _frameBufferObjects;
};
NS_CC_END
#endif /* defined(__CC_FRAME_BUFFER_H__) */