24 #include <flw/flc/extended/texturing/Texture1D.h> 25 #include <flw/flc/rendering/Texture2DRenderableDynamic.h> 26 #include <flw/flc/extended/rendering/Texture3DRenderable.h> 27 #include <flw/flf/loaders/modelloader/ModelLoaderTraits.h> 28 #include <flw/flf/loaders/TextureLoader.h> 29 #include <flw/flf/management/base/TCache.h> 42 void checkExtensions();
48 flc::Texture2D* getDeferredColor(GLuint width, GLuint height, GLuint size = 1);
49 flc::Texture2D* getDeferredColorScreen(GLuint width, GLuint height, GLuint size = 1);
51 #if defined(FILLWAVE_BACKEND_OPENGL_ES_20) 54 const std::string& posX
55 ,
const std::string& negX
56 ,
const std::string& posY
57 ,
const std::string& negY
58 ,
const std::string& posZ
59 ,
const std::string& negZ);
62 flc::Texture2D* getDeferredStencilDepth(GLuint width, GLuint height);
65 getDynamic(
const std::string& fragmentShaderPath,
flc::Program* program, glm::ivec2 screenSize);
69 void populateDynamicTextures(GLfloat timeExpiredInSeconds);
71 void drawDynamicTextures();
73 void resizeTextures(GLuint width, GLuint height);
75 void resize(GLuint width, GLuint height);
85 , GLuint> mTextures2D;
93 , GLuint> mTextures2DDeferred;
99 , flc::ParameterList &
107 , flc::TextureConfig*
108 , flc::ParameterList&> mTextures2DRenderable;
110 #if defined(FILLWAVE_BACKEND_OPENGL_ES_20) 115 , std::string, flc::TextureConfig*
116 , flc::TextureConfig*
117 , flc::TextureConfig*
118 , flc::TextureConfig*
119 , flc::TextureConfig*
120 , flc::TextureConfig*
121 , flc::ParameterList&> mTextures3D;
127 , flc::TextureConfig*
128 , flc::TextureConfig*
129 , flc::TextureConfig*
130 , flc::TextureConfig*
131 , flc::TextureConfig*
132 , flc::TextureConfig*
133 , flc::Texture2DRenderable*
134 , flc::ParameterList&> mTextures3DRenderable;
136 #ifdef FILLWAVE_BACKEND_OPENGL_ES_30 143 std::vector<GLenum> mSupportedCompresssionTypes;
144 const std::string mRootPath;
Manager to handle TextureObject1D, TextureObject2D and TextureObject3D objects.
Definition: TextureSystem.h:38
Single GLSL 2D Texture object.
Definition: Texture2D.h:36
Dynamic texture will update its content during runtime according to specified fragment shader...
Definition: Texture2DRenderableDynamic.h:34
Basic manager of composites.
Definition: TCache.h:44
One can render to this texture and use the rendered 6 images as a 2D texture.
Definition: Texture3DRenderable.h:34
Single GLSL 3D Texture object. It consists of six 2D images.
Definition: Texture3D.h:34
Single GLSL program object.
Definition: Program.h:37
Stores the single texture data.
Definition: TextureConfigs.h:35
One can render to this texture and use the rendered image as a 2D texture.
Definition: Texture2DRenderable.h:34