X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcore%2Fframebuffer.h;h=1a13ca5bc9dbc979fa4d9bbcfcee47a1eed9e831;hb=c356a20547afae97b412da36e0b0a7d51e879401;hp=262e4248c3e251ddeb86e99ef335dc4e4ad501a3;hpb=ba55832910f04b90695da360b5889fa85e83c1e1;p=libs%2Fgl.git diff --git a/source/core/framebuffer.h b/source/core/framebuffer.h index 262e4248..1a13ca5b 100644 --- a/source/core/framebuffer.h +++ b/source/core/framebuffer.h @@ -23,22 +23,18 @@ public: }; /** -Framebuffer objects can be used to perform offscreen rendering. The most -common application is rendering to a texture, which can then be used for -fullscreen shader effects. +Uses one or more textures as buffers to draw into. Framebuffers can contain +multiple color buffers to match multiple outputs from a fragment shader, but +only one depth and stencil buffer. -A framebuffer consist of a number of logical buffers, such as color and depth -buffers. Textures can be attached to the logical buffers. At least one image -must be attached for the framebuffer to be usable. - -Requires the GL_EXT_framebuffer_object extension. The blit functions require -the GL_EXT_framebuffer_blit extension. +RenderTarget provides a higher-level interface which manages the textures as +well as the framebuffer itself. */ class Framebuffer: public FramebufferBackend { friend FramebufferBackend; -private: +protected: struct Attachment { Texture *tex = 0; @@ -51,9 +47,10 @@ private: FrameFormat format; std::vector attachments; - unsigned width; - unsigned height; - mutable unsigned dirty; + unsigned width = 0; + unsigned height = 0; + unsigned layers = 0; + mutable unsigned dirty = 0; Framebuffer(bool); public: @@ -75,8 +72,9 @@ public: unsigned get_width() const { return width; } unsigned get_height() const { return height; } + unsigned get_layers() const { return layers; } -private: +protected: void update() const; void check_size(); void set_attachment(FrameAttachment, Texture &, unsigned, int, unsigned); @@ -86,16 +84,25 @@ public: portion of attch is considered; pixel format is ignored. The framebuffer must have a format and the format of the texture must match that defined in the framebuffer for this attachment point. */ - void attach(FrameAttachment attch, Texture2D &tex, unsigned level = 0); + void attach(FrameAttachment attch, Texture2D &, unsigned level = 0); + + void attach(FrameAttachment attch, Texture2DMultisample &); + + /** Attaches a single layer from a 3-dimensional texture to the + framebuffer. */ + void attach(FrameAttachment attch, Texture3D &, unsigned layer, unsigned level = 0); - void attach(FrameAttachment attch, Texture2DMultisample &tex); - void attach(FrameAttachment attch, Texture3D &tex, unsigned layer, unsigned level = 0); - void attach(FrameAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level = 0); - void attach_layered(FrameAttachment attch, Texture3D &tex, unsigned level = 0); - void attach_layered(FrameAttachment attch, TextureCube &tex, unsigned level = 0); + void attach(FrameAttachment attch, TextureCube &, TextureCubeFace face, unsigned level = 0); + + /** Attaches a layered texture to the framebuffer. Shaders can direct + output to a particular layer. */ + void attach_layered(FrameAttachment attch, Texture3D &, unsigned level = 0); + + void attach_layered(FrameAttachment attch, TextureCube &, unsigned level = 0); void detach(FrameAttachment attch); - void resize(const WindowView &); + const Texture *get_attachment(FrameAttachment) const; + const Texture *get_attachment(unsigned) const; /** Ensures that the framebuffer is complete, throwing an exception if it isn't. */ @@ -104,8 +111,6 @@ public: void refresh() const { if(dirty) update(); } using FramebufferBackend::set_debug_name; - - static Framebuffer &system(); };