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oak-editor/app/render/texturebuffer.h
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/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program 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 3 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, see <http://www.gnu.org/licenses/>.
***/
#ifndef FRAMEBUFFEROBJECT_H
#define FRAMEBUFFEROBJECT_H
#include <QOpenGLContext>
#include "pixelformat.h"
/**
* @brief A class for managing an OpenGL framebuffer and attached texture
*
* The GPU pipeline will frequently need framebuffers for drawing onto textures. The TextureBuffer is a convenience
* class to handle the creation, management, and destruction of a framebuffer with a texture attachment.
*
* After creating a new TextureBuffer, call Create() when a valid OpenGL context is available.
*/
class TextureBuffer
{
public:
TextureBuffer();
~TextureBuffer();
bool IsCreated();
void Create(QOpenGLContext* ctx, const olive::PixelFormat& format, int width, int height);
void Destroy();
const GLuint& buffer() const;
const GLuint& texture() const;
void BindBuffer() const;
void ReleaseBuffer() const;
void BindTexture() const;
void ReleaseTexture() const;
private:
QOpenGLContext* ctx_;
GLuint buffer_;
GLuint texture_;
};
#endif // FRAMEBUFFEROBJECT_H