BambooIsland: C:/Users/easterbunny/Desktop/Echtzeitgraphik-LU/trunk/src/SceneObject_FBO.h Source File

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# C:/Users/easterbunny/Desktop/Echtzeitgraphik-LU/trunk/src/SceneObject_FBO.h

    00001 /*
    00002  * header file for SceneObject_FBO class
    00003  * written by: christian moellinger <ch.moellinger@gmail.com>
    00004  * 11/2010
    00005  */
    00006
    00007 #ifndef __realtime_sceneobject_fbo_header
    00008 #define __realtime_sceneobject_fbo_header
    00009
    00010 #include "SceneObject.h"
    00011
    00013
    00022 class SceneObject_FBO : public SceneObject
    00023 {
    00024 private:
    00025     bool m_bColorTexture;
    00026     bool m_bDepthTexture;
    00027     bool m_bDepthRenderbuffer;
    00028     bool m_bMipMapped;
    00029
    00030     GLuint m_nFramebuffer;              //internal opengl internal id for fbo
    00031     GLuint m_nColorTexture;             //internal opengl id for color texture
    00032     GLuint m_nDepthTexture;             //internal opengl id for depth texture
    00033
    00034     GLuint m_nDepthRenderbuffer;        //renderbuffer for depth buffer
    00035
    00036     int m_iWidth;                       //width of the fbo
    00037     int m_iHeight;                      //height of the fbo
    00038
    00039     int m_iGeneralViewportParams[4];    //viewport params as it were BEFORE we bind our fbo, used to save and restore these values
    00040
    00041     const char *m_szColorTextureName;           //name of the color texture, if the fbo uses one, uses for registering in texture manager
    00042     const char *m_szDepthTextureName;           //name of the depth texture, if the fbo uses one, uses for registering in texture manager
    00043
    00044     virtual void itlBeforeRender();     //this method is called BEFORE rendering the children and binds the fbo
    00045
    00046 public:
    00047     virtual void itlRender();           //this method is called AFTER rendering the children and unbinds the fbo
    00048
    00050     SceneObject_FBO(int iWidth, int iHeight, const char *szColorTextureName, bool bFloating16 = false, bool bMipMapped = false);
    00051
    00053     SceneObject_FBO(int iWidth, int iHeight, const char *szColorTextureName, const char *szDepthTextureName, bool bMipMapped = false);
    00054
    00056     ~SceneObject_FBO();
    00057 };
    00058
    00059 #endif

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