/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2012 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __GLMULTIRENDERTARGET_H__ #define __GLMULTIRENDERTARGET_H__ #include "OgreGLFrameBufferObject.h" namespace Ogre { /** MultiRenderTarget for GL. Requires the FBO extension. */ class _OgreGLExport GLFBOMultiRenderTarget : public MultiRenderTarget { public: GLFBOMultiRenderTarget(GLFBOManager *manager, const String &name); ~GLFBOMultiRenderTarget(); virtual void getCustomAttribute( const String& name, void *pData ); bool requiresTextureFlipping() const { return true; } /// Override so we can attach the depth buffer to the FBO virtual bool attachDepthBuffer( DepthBuffer *depthBuffer ); virtual void detachDepthBuffer(); virtual void _detachDepthBuffer(); private: virtual void bindSurfaceImpl(size_t attachment, RenderTexture *target); virtual void unbindSurfaceImpl(size_t attachment); GLFrameBufferObject fbo; }; } #endif // __GLMULTIRENDERTARGET_H__