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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// TOGL CODE LICENSE
+//
+// Copyright 2011-2014 Valve Corporation
+// All Rights Reserved.
+//
+// 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.
+//
+// cglmfbo.h
+// GLMgr FBO's (render targets)
+//
+//===============================================================================
+
+#ifndef CGLMFBO_H
+#define CGLMFBO_H
+
+#pragma once
+
+// good FBO references / recaps
+// http://www.songho.ca/opengl/gl_fbo.html
+// http://www.gamedev.net/reference/articles/article2331.asp
+
+// ext links
+
+// http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt
+// http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt
+
+//===============================================================================
+
+// tokens not in the SDK headers
+
+#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
+ #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
+#endif
+
+//===============================================================================
+
+// forward declarations
+
+class GLMContext;
+
+enum EGLMFBOAttachment
+{
+ kAttColor0, kAttColor1, kAttColor2, kAttColor3,
+ kAttDepth, kAttStencil, kAttDepthStencil,
+ kAttCount
+};
+
+struct GLMFBOTexAttachParams
+{
+ CGLMTex *m_tex;
+ int m_face; // keep zero if not cube map
+ int m_mip; // keep zero if notmip mapped
+ int m_zslice; // keep zero if not a 3D tex
+};
+
+class CGLMFBO
+{
+ friend class GLMContext;
+ friend class GLMTester;
+ friend class CGLMTex;
+
+ friend struct IDirect3D9;
+ friend struct IDirect3DDevice9;
+
+public:
+ CGLMFBO( GLMContext *ctx );
+ ~CGLMFBO( );
+
+protected:
+ void TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
+ void TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
+ // you can also pass GL_READ_FRAMEBUFFER_EXT or GL_DRAW_FRAMEBUFFER_EXT to selectively bind the receiving FBO to one or the other.
+
+ void TexScrub( CGLMTex *tex );
+ // search and destroy any attachment for the named texture
+
+ bool IsReady( void ); // aka FBO completeness check - ready to draw
+
+ GLMContext *m_ctx; // link back to parent context
+
+ GLuint m_name; // name of this FBO in the context
+
+ GLMFBOTexAttachParams m_attach[ kAttCount ]; // indexed by EGLMFBOAttachment
+};
+
+
+#endif \ No newline at end of file