#include <GLFrameBuffer.h>
List of all members.
Constructor & Destructor Documentation
| clGLFrameBuffer::clGLFrameBuffer |
( |
| ) |
[inline] |
| clGLFrameBuffer::~clGLFrameBuffer |
( |
| ) |
[virtual] |
Member Function Documentation
| void clGLFrameBuffer::AfterConstruction |
( |
| ) |
[virtual] |
| void clGLFrameBuffer::Bind |
( |
int |
TargetIndex | ) |
const [virtual] |
| void clGLFrameBuffer::BindReadFrom |
( |
int |
TargetIndex | ) |
const [virtual] |
Bind color buffer TargetIndex as the current render target to read pixels
Implements iRenderTarget.
| void clGLFrameBuffer::CheckFrameBuffer |
( |
| ) |
const [protected] |
| clGLFrameBuffer::FWD_EVENT_HANDLER |
( |
Event_SURFACE_DETACHED |
| ) |
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| clGLFrameBuffer::FWD_EVENT_HANDLER |
( |
Event_SURFACE_ATTACHED |
| ) |
|
| iTexture * clGLFrameBuffer::GetColorTexture |
( |
int |
MRTIndex | ) |
const [virtual] |
Return color texture object for specified index of MRT render target
Implements iRenderTarget.
| iTexture * clGLFrameBuffer::GetDepthTexture |
( |
| ) |
const [virtual] |
Return depth texture object for this render target
Implements iRenderTarget.
| LVector4 clGLFrameBuffer::GetViewport |
( |
| ) |
const [virtual] |
Viewport size for this texture in pixels
Implements iRenderTarget.
| void clGLFrameBuffer::InitRenderTarget |
( |
const int |
Width, |
|
|
const int |
Height, |
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|
const int |
Depth, |
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|
const int |
BitsPerChannel, |
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|
const bool |
HasDepthBuffer, |
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const int |
MRTCount |
|
) |
| [virtual] |
Initialize render target, WidthHeightDepthBitsPerChannel contains as many 4-vectors as MRTCount
Implements iRenderTarget.
| void clGLFrameBuffer::InitRenderTargetV |
( |
const LArray< LVector4i > & |
WidthHeightDepthBitsPerChannel, |
|
|
const bool |
HasDepthBuffer |
|
) |
| [virtual] |
| void clGLFrameBuffer::UnBind |
( |
| ) |
const [virtual] |
| void clGLFrameBuffer::UpdateWithProgram |
( |
iShaderProgram * |
Program | ) |
[virtual] |
Run shader program for every slice of the framebuffer color texture.
Implements iRenderTarget.
| void clGLFrameBuffer::UpdateWithRenderState |
( |
clRenderState * |
Shader | ) |
[virtual] |
Run shader for every slice of the framebuffer color texture.
Implements iRenderTarget.
Member Data Documentation
(Width, Height, Depth, BitsPerChannel) for every attached color buffer
The documentation for this class was generated from the following files: