/* framebuffer.hpp: Creates and manages an off-screen framebuffer. Uses supplied shader to draw it to the screen. * * Copyright (C) 2014: Dalton Nell, Slop Contributors (https://github.com/naelstrof/slop/graphs/contributors). * * This file is part of Slop. * * Slop is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Slop is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Slop. If not, see . */ #ifndef N_FRAMEBUFFER_H_ #define N_FRAMEBUFFER_H_ #include #include #include #include #include "shader.hpp" namespace slop { class Framebuffer { private: unsigned int fbuffer; unsigned int image; unsigned int buffers[2]; unsigned int vertCount; unsigned int desktopImage; bool generatedDesktopImage; Shader* shader; public: Framebuffer( int w, int h ); ~Framebuffer(); void setShader( slop::Shader* shader ); void draw(glm::vec2 mouse, float time, glm::vec4 color); void resize( int w, int h ); void bind(); void unbind(); }; } #endif