OZ++ Class: OpenGLFrameBuffer |
/****************************************************************************** * * Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions, and the following disclaimer. * * 2. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * * OpenGLFrameBuffer.h * *****************************************************************************/ #pragma once #ifdef GL_ARB_framebuffer_object #include <oz++/openglarb/OpenGLFrameBuffers.h> namespace OZ { class OpenGLFrameBuffer :public OpenGLFrameBuffers { private: GLenum target; public: OpenGLFrameBuffer(GLenum target=GL_FRAMEBUFFER) :OpenGLFrameBuffers(1), target(target) { } ~OpenGLFrameBuffer() { } operator GLuint() { return getNth(0); } void bind() { OpenGLFrameBuffers::bindNth(this->target, 0); } void unbind() { OpenGLFrameBuffers::bind(this->target, 0); } GLenum check() { return OpenGLFrameBuffers::check(this->target); } void attachRenderbuffer(GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { OpenGLFrameBuffers::attachRenderbuffer(this->target, attachment, renderbuffertarget, renderbuffer); } void detachRenderbuffer(GLenum attachment, GLenum renderbuffertarget) { OpenGLFrameBuffers::detachRenderbuffer(this->target, attachment, renderbuffertarget); } void texture1D(GLenum attachment, GLenum textarget, GLuint texture, GLint level) { OpenGLFrameBuffers::texture1D(this->target, attachment, textarget, texture, level); } void texture2D(GLenum attachment, GLenum textarget, GLuint texture, GLint level) { OpenGLFrameBuffers::texture2D(this->target, attachment, textarget, texture, level); } void texture3D(GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) { OpenGLFrameBuffers::texture3D(this->target, attachment, textarget, texture, level, zoffset); } void getAttachmentParameteriv(GLenum attachment, GLenum pname, GLint* params) { OpenGLFrameBuffers::getAttachmentParameteriv(this->target, attachment, pname, params); } }; } #endif