/* 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 "gl_core_3_3.h"
#include
#include
#include
#include "shader.hpp"
class Framebuffer {
private:
unsigned int fbuffer;
unsigned int image;
unsigned int buffers[2];
unsigned int vertCount;
Shader* shader;
public:
Framebuffer( int w, int h );
~Framebuffer();
void setShader( std::string );
void draw();
void resize( int w, int h );
void bind();
void unbind();
};
#endif