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91
external/steamworks/glmgr/cglmfbo.h
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91
external/steamworks/glmgr/cglmfbo.h
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//============ Copyright (c) Valve Corporation, All rights reserved. ============
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//
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// cglmfbo.h
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// GLMgr FBO's (render targets)
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//
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//===============================================================================
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#ifndef CGLMFBO_H
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#define CGLMFBO_H
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#pragma once
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#include "cglmtex.h"
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// good FBO references / recaps
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// http://www.songho.ca/opengl/gl_fbo.html
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// http://www.gamedev.net/reference/articles/article2331.asp
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// ext links
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// http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt
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// http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt
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//===============================================================================
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// tokens not in the SDK headers
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#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
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#define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
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#endif
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//===============================================================================
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// forward declarations
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class GLMContext;
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// implicitly 16 maximum color attachments possible
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enum EGLMFBOAttachment {
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kAttColor0, kAttColor1, kAttColor2, kAttColor3,
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kAttColor4, kAttColor5, kAttColor6, kAttColor7,
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kAttColor8, kAttColor9, kAttColor10, kAttColor11,
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kAttColor12, kAttColor13, kAttColor14, kAttColor15,
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kAttDepth, kAttStencil, kAttDepthStencil,
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kAttCount
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};
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struct GLMFBOTexAttachParams
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{
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CGLMTex *m_tex;
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int m_face; // keep zero if not cube map
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int m_mip; // keep zero if notmip mapped
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int m_zslice; // keep zero if not a 3D tex
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};
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class CGLMFBO
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{
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public:
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protected:
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friend class GLMContext; // only GLMContext can make CGLMFBO objects
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friend class GLMTester;
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friend class CGLMTex;
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friend struct IDirect3D9;
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friend struct IDirect3DDevice9;
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CGLMFBO( GLMContext *ctx );
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~CGLMFBO( );
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void TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
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void TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
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// you can also pass GL_READ_FRAMEBUFFER_EXT or GL_DRAW_FRAMEBUFFER_EXT to selectively bind the receiving FBO to one or the other.
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void TexScrub( CGLMTex *tex );
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// search and destroy any attachment for the named texture
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bool IsReady( void ); // aka FBO completeness check - ready to draw
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GLMContext *m_ctx; // link back to parent context
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GLuint m_name; // name of this FBO in the context
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GLMFBOTexAttachParams m_attach[ kAttCount ]; // indexed by EGLMFBOAttachment
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int m_sizeX,m_sizeY;
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};
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#endif
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