1 #ifndef MSP_GL_FRAMEBUFFER_H_
2 #define MSP_GL_FRAMEBUFFER_H_
7 #include "texturecube.h"
8 #include <msp/gl/extensions/arb_geometry_shader4.h>
9 #include <msp/gl/extensions/ext_framebuffer_multisample.h>
10 #include <msp/gl/extensions/ext_framebuffer_object.h>
11 #include <msp/gl/extensions/nv_fbo_color_attachments.h>
21 enum FramebufferAttachment
23 COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0,
24 COLOR_ATTACHMENT1 = GL_COLOR_ATTACHMENT1,
25 COLOR_ATTACHMENT2 = GL_COLOR_ATTACHMENT2,
26 COLOR_ATTACHMENT3 = GL_COLOR_ATTACHMENT3,
27 DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT,
28 STENCIL_ATTACHMENT = GL_STENCIL_ATTACHMENT
31 enum FramebufferStatus
33 FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
34 FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
35 FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT,
36 FRAMEBUFFER_INCOMPLETE_FORMATS = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT,
37 FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER,
38 FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER,
39 FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
40 FRAMEBUFFER_INCOMPLETE_LAYER_COUNT = GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB,
41 FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS,
42 FRAMEBUFFER_UNSUPPORTED = GL_FRAMEBUFFER_UNSUPPORTED,
43 FRAMEBUFFER_COMPLETE = GL_FRAMEBUFFER_COMPLETE
48 COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT,
49 DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT,
50 STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT
53 class framebuffer_incomplete: public std::runtime_error
56 framebuffer_incomplete(FramebufferStatus);
57 virtual ~framebuffer_incomplete() throw() { }
61 Framebuffer objects can be used to perform offscreen rendering. The most
62 common application is rendering to a texture, which can then be used for
63 fullscreen shader effects.
65 A framebuffer consist of a number of logical buffers, such as color and depth
66 buffers. Renderbuffers and Textures can be attached to the logical buffers. At
67 least one image must be attached for the framebuffer to be usable.
69 Requires the GL_EXT_framebuffer_object extension. The blit functions require
70 the GL_EXT_framebuffer_blit extension.
72 class Framebuffer: public Bindable<Framebuffer>
77 FramebufferAttachment attachment;
87 Attachment(FramebufferAttachment);
88 void set(Renderbuffer &);
89 void set(Texture &, unsigned, unsigned);
104 std::vector<Attachment> attachments;
108 mutable unsigned dirty;
110 Framebuffer(unsigned);
115 unsigned get_width() const { return width; }
116 unsigned get_height() const { return height; }
119 void update_attachment(unsigned) const;
121 unsigned get_attachment_index(FramebufferAttachment);
123 void attach(FramebufferAttachment attch, Renderbuffer &rbuf);
124 void attach(FramebufferAttachment attch, Texture2D &tex, unsigned level = 0);
125 void attach(FramebufferAttachment attch, Texture3D &tex, unsigned layer, unsigned level = 0);
126 void attach(FramebufferAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level = 0);
127 void detach(FramebufferAttachment attch);
129 /** Checks the completeness of the framebuffer. Returns
130 FRAMEBUFFER_COMPLETE if the framebuffer is complete and can be rendered to,
131 or one of the error status codes otherwise. */
132 FramebufferStatus check_status() const;
134 /** Ensures that the framebuffer is complete, throwing an exception if it
136 void require_complete() const;
138 void viewport(int, int, unsigned, unsigned);
139 void reset_viewport();
141 void clear(BufferBits);
143 /** Blits a region from another framebuffer into this one. If the source
144 and destination regions have different dimensions, the contents will be
145 stretched. If filter is true, linear interpolation will be used, otherwise
146 no interpolation is done. */
147 void blit_from(const Framebuffer &other, int sx0, int sy0, int sx1, int sy1,
148 int dx0, int dy0, int dx1, int dy1, BufferBits bits, bool filter);
150 /** Blits a region from another framebuffer into this one, retaining its
152 void blit_from(const Framebuffer & other, int sx, int sy,
153 unsigned wd, unsigned ht, int dx, int dy, BufferBits bits);
155 /** Blits the entire contents of another framebuffer into this one. */
156 void blit_from(const Framebuffer &other, BufferBits bits, bool filter);
160 static const Framebuffer *current();
161 static void unbind();
163 static Framebuffer &system();
166 inline BufferBits operator|(BufferBits a, BufferBits b)
167 { return static_cast<BufferBits>(static_cast<int>(a)|static_cast<int>(b)); }