jak-project/game/graphics/opengl_renderer/Fbo.h

51 lines
1.2 KiB
C++

#pragma once
#include <optional>
#include "game/graphics/pipelines/opengl.h"
struct Fbo {
bool valid = false; // do we have an OpenGL fbo_id?
GLuint fbo_id = -1;
// optional rgba/zbuffer/stencil data.
std::optional<GLuint> tex_id;
std::optional<GLuint> zbuf_stencil_id;
bool multisampled = false;
int multisample_count = 0; // Should be 1 if multisampled is disabled
bool is_window = false;
int width = 640;
int height = 480;
// Does this fbo match the given format? MSAA = 1 will accept a normal buffer, or a multisample 1x
bool matches(int w, int h, int msaa) const {
int effective_msaa = multisampled ? multisample_count : 1;
return valid && width == w && height == h && effective_msaa == msaa;
}
bool matches(const Fbo& other) const {
return matches(other.width, other.height, other.multisample_count);
}
// Free opengl resources, if we have any.
void clear() {
if (valid) {
glDeleteFramebuffers(1, &fbo_id);
fbo_id = -1;
if (tex_id) {
glDeleteTextures(1, &tex_id.value());
tex_id.reset();
}
if (zbuf_stencil_id) {
glDeleteRenderbuffers(1, &zbuf_stencil_id.value());
zbuf_stencil_id.reset();
}
valid = false;
}
}
};