Conquer Space 0.0.0
A space themed grand strategy game set in the near future, with realistic orbital mechanics, and an emphasis on economics and politics.
framebuffer.h
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1/* Conquer Space
2 * Copyright (C) 2021-2025 Conquer Space
3 *
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <https://www.gnu.org/licenses/>.
16 */
17#pragma once
18
19#include <memory>
20#include <utility>
21#include <vector>
22
24#include "engine/window.h"
25
26namespace cqsp::engine {
31 public:
32 virtual ~IFramebuffer() {}
33
34 virtual void InitTexture(int width = 1280, int height = 720) = 0;
35 virtual void Clear() = 0;
36 virtual void BeginDraw() = 0;
37 virtual void EndDraw() = 0;
38 virtual void RenderBuffer() = 0;
39 virtual void Free() = 0;
40 virtual void NewFrame(const Window& window) = 0;
41
42 virtual Mesh& GetMeshOutput() = 0;
43 virtual void SetMesh(Mesh_t) = 0;
44 virtual void SetShader(asset::ShaderProgram_t shader) = 0;
45};
46
48 public:
51
52 void InitTexture(int width, int height) override;
53 void Clear() override;
54 void BeginDraw() override;
55 void EndDraw() override;
56 void RenderBuffer() override;
57 void Free() override;
58 void NewFrame(const Window& window) override;
59 void SetMesh(Mesh_t mesh) override { mesh_output = mesh; }
60 Mesh& GetMeshOutput() override { return *mesh_output; }
61 void SetShader(asset::ShaderProgram_t shader) override { buffer_shader = shader; }
62 void FreeBuffer();
63
64 private:
65 unsigned int framebuffer;
66 unsigned int colorbuffer;
69};
70
72 public:
75
76 void InitTexture(int width, int height) override;
77 void Clear() override;
78 void BeginDraw() override;
79 void EndDraw() override;
80 void Free() override;
81 void RenderBuffer() override;
82 void NewFrame(const Window& window) override;
83 void FreeBuffer();
84
85 engine::Mesh& GetMeshOutput() override { return *mesh_output; }
86 void SetMesh(engine::Mesh_t mesh) override { mesh_output = mesh; }
87 void SetShader(asset::ShaderProgram_t shader) override { buffer_shader = shader; }
88
89 private:
90 int width;
91 int height;
92
93 unsigned int framebuffer;
94 unsigned int intermediateFBO;
95 unsigned int screenTexture;
96 unsigned int mscat;
99};
100
133 public:
134 template <class T>
136 std::unique_ptr<T> fb = std::make_unique<T>();
137 InitFramebuffer(fb.get(), shader, window);
138 framebuffers.push_back(std::move(fb));
139 return framebuffers.size() - 1;
140 }
141
142 void BeginDraw(int layer);
143 void EndDraw(int layer);
144 void DrawAllLayers();
146 int GetLayerCount();
147
148 IFramebuffer* GetFrameBuffer(int layer) { return framebuffers[layer].get(); }
149
150 private:
151 std::vector<std::unique_ptr<IFramebuffer>> framebuffers;
153};
154} // namespace cqsp::engine
Definition: framebuffer.h:71
unsigned int screenTexture
Definition: framebuffer.h:95
void SetShader(asset::ShaderProgram_t shader) override
Definition: framebuffer.h:87
AAFrameBufferRenderer()
Definition: framebuffer.h:73
void BeginDraw() override
Definition: framebuffer.cpp:160
void FreeBuffer()
Definition: framebuffer.cpp:166
void Clear() override
Definition: framebuffer.cpp:153
engine::Mesh & GetMeshOutput() override
Definition: framebuffer.h:85
Mesh_t mesh_output
Definition: framebuffer.h:98
void EndDraw() override
Definition: framebuffer.cpp:162
void InitTexture(int width, int height) override
Definition: framebuffer.cpp:116
int width
Definition: framebuffer.h:90
void SetMesh(engine::Mesh_t mesh) override
Definition: framebuffer.h:86
int height
Definition: framebuffer.h:91
unsigned int framebuffer
Definition: framebuffer.h:93
unsigned int intermediateFBO
Definition: framebuffer.h:94
void RenderBuffer() override
Definition: framebuffer.cpp:173
asset::ShaderProgram_t buffer_shader
Definition: framebuffer.h:97
void NewFrame(const Window &window) override
Definition: framebuffer.cpp:190
void Free() override
Definition: framebuffer.cpp:164
unsigned int mscat
Definition: framebuffer.h:96
~AAFrameBufferRenderer()
Definition: framebuffer.cpp:114
Definition: framebuffer.h:47
asset::ShaderProgram_t buffer_shader
Definition: framebuffer.h:67
void SetMesh(Mesh_t mesh) override
Definition: framebuffer.h:59
FramebufferRenderer()
Definition: framebuffer.h:49
void Clear() override
Definition: framebuffer.cpp:64
void SetShader(asset::ShaderProgram_t shader) override
Definition: framebuffer.h:61
void BeginDraw() override
Definition: framebuffer.cpp:69
engine::Mesh_t mesh_output
Definition: framebuffer.h:68
void EndDraw() override
Definition: framebuffer.cpp:74
void FreeBuffer()
Definition: framebuffer.cpp:95
Mesh & GetMeshOutput() override
Definition: framebuffer.h:60
void Free() override
Definition: framebuffer.cpp:93
void RenderBuffer() override
Definition: framebuffer.cpp:82
unsigned int colorbuffer
Definition: framebuffer.h:66
void InitTexture(int width, int height) override
Definition: framebuffer.cpp:38
void NewFrame(const Window &window) override
Definition: framebuffer.cpp:100
unsigned int framebuffer
Definition: framebuffer.h:65
~FramebufferRenderer()
Definition: framebuffer.cpp:36
Interface for framebuffer renderers.
Definition: framebuffer.h:30
virtual void InitTexture(int width=1280, int height=720)=0
virtual void BeginDraw()=0
virtual void RenderBuffer()=0
virtual void SetShader(asset::ShaderProgram_t shader)=0
virtual Mesh & GetMeshOutput()=0
virtual void Clear()=0
virtual ~IFramebuffer()
Definition: framebuffer.h:32
virtual void EndDraw()=0
virtual void SetMesh(Mesh_t)=0
virtual void NewFrame(const Window &window)=0
Renders a series of framebuffers onto screen. This is a relatively simple way of allowing organizatio...
Definition: framebuffer.h:132
void EndDraw(int layer)
Definition: framebuffer.cpp:205
int AddLayer(asset::ShaderProgram_t shader, const engine::Window &window)
Definition: framebuffer.h:135
void InitFramebuffer(IFramebuffer *buffer, cqsp::asset::ShaderProgram_t shader, const cqsp::engine::Window &window)
Definition: framebuffer.cpp:230
void NewFrame(const cqsp::engine::Window &window)
Definition: framebuffer.cpp:221
void BeginDraw(int layer)
Definition: framebuffer.cpp:203
int GetLayerCount()
Definition: framebuffer.cpp:228
std::vector< std::unique_ptr< IFramebuffer > > framebuffers
Definition: framebuffer.h:151
void DrawAllLayers()
Definition: framebuffer.cpp:207
IFramebuffer * GetFrameBuffer(int layer)
Definition: framebuffer.h:148
Definition: mesh.h:24
The window handles the initialization of the callbacks, and all the input and output....
Definition: window.h:24
std::shared_ptr< ShaderProgram > ShaderProgram_t
The preferred way of using a shader program.
Definition: shader.h:113
Definition: application.cpp:55
std::shared_ptr< Mesh > Mesh_t
Definition: mesh.h:43
GLFWwindow * window(Window *window)
Definition: application.cpp:60