Grindstone Game Engine v0.2.0
An open source game engine and toolkit.
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#include <Framebuffer.hpp>
Classes | |
struct | CreateInfo |
struct | DefaultFramebufferCreateInfo |
Public Member Functions | |
virtual uint32_t | GetAttachment (uint32_t attachmentIndex)=0 |
virtual RenderPass * | GetRenderPass () const =0 |
virtual void | Resize (uint32_t width, uint32_t height)=0 |
virtual void | Clear (ClearMode mask)=0 |
virtual void | BindTextures (int i)=0 |
virtual void | Bind ()=0 |
virtual void | BindWrite ()=0 |
virtual void | BindRead ()=0 |
virtual void | Unbind ()=0 |
virtual uint32_t | GetWidth () const =0 |
virtual uint32_t | GetHeight () const =0 |
virtual uint32_t | GetRenderTargetCount () const =0 |
virtual RenderTarget * | GetRenderTarget (uint32_t index) const =0 |
virtual DepthStencilTarget * | GetDepthStencilTarget () const =0 |
A framebuffer is a series of one or more RenderTarget and optionally a DepthStencilTarget. Framebuffers bind these attachments together to be drawn to by a GraphicsPipeline.