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