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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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59
BBGE/FrameBuffer.h
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59
BBGE/FrameBuffer.h
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#pragma once
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#include "Base.h"
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class FrameBuffer
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{
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public:
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FrameBuffer();
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~FrameBuffer();
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bool init(int width, int height, bool fitToScreen=false, GLint filter=GL_LINEAR);
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bool isInited() { return inited; }
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bool isEnabled() { return enabled; }
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void setEnabled(bool e);
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void startCapture();
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void endCapture();
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void bindTexture();
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int getWidth() { return w; }
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int getHeight() { return h; }
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float getWidthP();
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float getHeightP();
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void unloadDevice();
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void reloadDevice();
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#if defined(BBGE_BUILD_SDL)
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static void resetOpenGL();
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#endif
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protected:
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int _w, _h;
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bool _fitToScreen;
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GLuint g_frameBuffer;
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GLuint g_depthRenderBuffer;
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GLuint g_dynamicTextureID;
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int w,h;
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bool enabled, inited;
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};
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