Public Member Functions | Private Member Functions | Private Attributes
Ogre::GL3PlusFrameBufferObject Class Reference

Frame Buffer Object abstraction. More...

#include <OgreGL3PlusFrameBufferObject.h>

List of all members.

Public Member Functions

 GL3PlusFrameBufferObject (GL3PlusFBOManager *manager, uint fsaa)
 ~GL3PlusFrameBufferObject ()
void attachDepthBuffer (DepthBuffer *depthBuffer)
 This function acts very similar to.
void bind ()
 Bind FrameBufferObject.
void bindSurface (size_t attachment, const GL3PlusSurfaceDesc &target)
 Bind a surface to a certain attachment point.
void detachDepthBuffer ()
PixelFormat getFormat ()
GLsizei getFSAA ()
GLuint getGLFBOID () const
 Get the GL id for the FBO.
GLuint getGLMultisampleFBOID () const
 Get the GL id for the multisample FBO.
uint32 getHeight ()
GL3PlusFBOManagergetManager ()
const GL3PlusSurfaceDescgetSurface (size_t attachment)
uint32 getWidth ()
 Accessors.
void swapBuffers ()
 Swap buffers - only useful when using multisample buffers.
void unbindSurface (size_t attachment)
 Unbind attachment.

Private Member Functions

void initialise ()
 Initialise object (find suitable depth and stencil format).

Private Attributes

GL3PlusSurfaceDesc mColour [OGRE_MAX_MULTIPLE_RENDER_TARGETS]
GL3PlusSurfaceDesc mDepth
GLuint mFB
GL3PlusFBOManagermManager
GL3PlusSurfaceDesc mMultisampleColourBuffer
GLuint mMultisampleFB
GLsizei mNumSamples
GL3PlusSurfaceDesc mStencil

Detailed Description

Frame Buffer Object abstraction.

Definition at line 41 of file OgreGL3PlusFrameBufferObject.h.


Constructor & Destructor Documentation


Member Function Documentation

This function acts very similar to.

See also:
GL3PlusFBORenderTexture::attachDepthBuffer The difference between D3D & OGL is that D3D setups the DepthBuffer before rendering, while OGL setups the DepthBuffer per FBO. So the DepthBuffer (RenderBuffer) needs to be attached for OGL.

Bind FrameBufferObject.

void Ogre::GL3PlusFrameBufferObject::bindSurface ( size_t  attachment,
const GL3PlusSurfaceDesc target 
)

Bind a surface to a certain attachment point.

attachment: 0..OGRE_MAX_MULTIPLE_RENDER_TARGETS-1

Get the GL id for the FBO.

Definition at line 72 of file OgreGL3PlusFrameBufferObject.h.

Get the GL id for the multisample FBO.

Definition at line 74 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 82 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 83 of file OgreGL3PlusFrameBufferObject.h.

Accessors.

Initialise object (find suitable depth and stencil format).

Must be called every time the bindings change. It fails with an exception (ERR_INVALIDPARAMS) if:

  • Attachment point 0 has no binding
  • Not all bound surfaces have the same size
  • Not all bound surfaces have the same internal format

Swap buffers - only useful when using multisample buffers.

void Ogre::GL3PlusFrameBufferObject::unbindSurface ( size_t  attachment)

Unbind attachment.


Member Data Documentation

Definition at line 93 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 90 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 87 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 85 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 89 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 88 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 86 of file OgreGL3PlusFrameBufferObject.h.

Definition at line 91 of file OgreGL3PlusFrameBufferObject.h.


The documentation for this class was generated from the following file:

Copyright © 2012 Torus Knot Software Ltd
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Mon Jul 27 2020 13:41:03