#pragma once // Simple wrapper around FBO functionality. // Very C-ish API because that's what I felt like, and it's cool to completely // hide the data from callers... struct FBO; enum FBOColorDepth { FBO_8888, FBO_565, FBO_4444, FBO_5551, }; // Creates a simple FBO with a RGBA32 color buffer stored in a texture, and // optionally an accompanying Z/stencil buffer. // No mipmap support. // num_color_textures must be 1 for now. // you lose bound texture state. // On some hardware, you might get a 24-bit depth buffer even though you only wanted a 16-bit one. FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth = FBO_8888); // These functions should be self explanatory. void fbo_bind_as_render_target(FBO *fbo); // color must be 0, for now. void fbo_bind_color_as_texture(FBO *fbo, int color); void fbo_bind_for_read(FBO *fbo); void fbo_unbind(); void fbo_destroy(FBO *fbo); void fbo_get_dimensions(FBO *fbo, int *w, int *h);