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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2013 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// Framebuffer.h: Defines the Framebuffer class. Implements GL framebuffer
// objects and related functionality.
#ifndef LIBGL_FRAMEBUFFER_H_
#define LIBGL_FRAMEBUFFER_H_
#include "common/Object.hpp"
#include "Image.hpp"
#define _GDI32_
#include <windows.h>
#include <GL/GL.h>
#include <GL/glext.h>
namespace gl
{
class Renderbuffer;
class Colorbuffer;
class Depthbuffer;
class Stencilbuffer;
class DepthStencilbuffer;
class Framebuffer
{
public:
Framebuffer();
virtual ~Framebuffer();
void setColorbuffer(GLenum type, GLuint colorbuffer);
void setDepthbuffer(GLenum type, GLuint depthbuffer);
void setStencilbuffer(GLenum type, GLuint stencilbuffer);
void detachTexture(GLuint texture);
void detachRenderbuffer(GLuint renderbuffer);
Image *getRenderTarget();
Image *getDepthStencil();
Renderbuffer *getColorbuffer();
Renderbuffer *getDepthbuffer();
Renderbuffer *getStencilbuffer();
GLenum getColorbufferType();
GLenum getDepthbufferType();
GLenum getStencilbufferType();
GLuint getColorbufferName();
GLuint getDepthbufferName();
GLuint getStencilbufferName();
bool hasStencil();
virtual GLenum completeness();
GLenum completeness(int &width, int &height, int &samples);
protected:
GLenum mColorbufferType;
BindingPointer<Renderbuffer> mColorbufferPointer;
GLenum mDepthbufferType;
BindingPointer<Renderbuffer> mDepthbufferPointer;
GLenum mStencilbufferType;
BindingPointer<Renderbuffer> mStencilbufferPointer;
private:
Renderbuffer *lookupRenderbuffer(GLenum type, GLuint handle) const;
};
class DefaultFramebuffer : public Framebuffer
{
public:
DefaultFramebuffer(Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil);
virtual GLenum completeness();
};
}
#endif // LIBGL_FRAMEBUFFER_H_