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Texture2DRenderable.h
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#pragma once
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/*
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 Filip Wasil and Fillwave community members
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <flw/flc/texturing/Texture2D.h>
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#include <flw/flc/rendering/Framebuffer.h>
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namespace
flw
{
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namespace
flc {
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class
Texture2DRenderable
{
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public
:
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Texture2DRenderable
(GLenum attachment,
flc::TextureConfig
*file, ParameterList ¶meters);
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virtual
~
Texture2DRenderable
() =
default
;
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void
resize(GLint width, GLint height);
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void
bindForWriting();
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void
bindForRendering();
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void
bindForReading();
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void
setAttachment(GLenum attachment, GLenum target = GL_TEXTURE_2D);
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void
attachTexture2DDraw(GLenum attachment, GLenum target, GLuint texHandle);
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void
attachTexture2D(GLenum attachment, GLenum target, GLuint textureHandle);
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void
copyTo(
Framebuffer
*source);
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void
copyFrom(
Framebuffer
*source);
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virtual
void
reload();
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void
log();
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Texture2D
mTexture2D;
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private
:
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flc::Framebuffer
mFramebuffer;
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GLenum mAttachment;
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};
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}
/* flc */
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}
/* flw */
flw
Definition:
Aliases.h:30
flw::flc::Framebuffer
FramebufferObject - FO.
Definition:
Framebuffer.h:33
flw::flc::Texture2D
Single GLSL 2D Texture object.
Definition:
Texture2D.h:36
flw::flc::TextureConfig
Stores the single texture data.
Definition:
TextureConfigs.h:35
flw::flc::Texture2DRenderable
One can render to this texture and use the rendered image as a 2D texture.
Definition:
Texture2DRenderable.h:34
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