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FrameBufferObject.h
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45 lines (36 loc) · 1.22 KB
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/* Start Header -------------------------------------------------------
Copyright (C) 20xx DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the
prior written consent of DigiPen Institute of Technology is prohibited.
File Name: FrameBufferObject.h
Purpose: Based on (but not copied from) the encapsulation
provided in CS 541. This encpsulates Frame Buffer
Objects, allowing for multiple render passes to
be done more easily.
DEPRICATED
Language: C++, compiled using Microsoft Visual Studio 2019.
Platform: Compiled using Visual Studio 2019, Windows 10.
Project: JarredEagley_FinalProject
Author: Jarred Eagley, jarred.eagley, SID: 400000520
Creation date: 11/28/2020
- End Header --------------------------------------------------------*/
#pragma once
#include "GL/glew.h"
class FrameBufferObject
{
public:
void createFBO(int const width, int const height);
void bindFBO();
void unbindFBO();
public:
// The ID of this FBO.
GLuint mFboId;
// The ID of the texture we're rendering to.
GLuint mTexId;
// Width and height of the texture.
int mWidth, mHeight;
private:
// No private methods.
private:
// No private variables.
};