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- /* 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 <http://www.gnu.org/licenses/>.
- */
-
- #ifndef N_FRAMEBUFFER_H_
- #define N_FRAMEBUFFER_H_
-
- #include <GL/glew.h>
- #include <GL/gl.h>
- #include <vector>
- #include <glm/glm.hpp>
-
- #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
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