X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fframebuffer.h;h=ea462bf6ad432bd78da37afef4fa77103bc676ff;hb=5172d32d67595ea0b70184fadcfcb8e023cccbc8;hp=437ac1afb79faeef5275df4d43403919c081cbba;hpb=a4ec5410595ddf37bfbc0e85ad87d31a9cbf94f1;p=libs%2Fgl.git diff --git a/source/framebuffer.h b/source/framebuffer.h index 437ac1af..ea462bf6 100644 --- a/source/framebuffer.h +++ b/source/framebuffer.h @@ -1,20 +1,22 @@ /* $Id$ This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions +Copyright © 2007, 2009-2011 Mikko Rasa, Mikkosoft Productions Distributed under the LGPL */ #ifndef MSP_GL_FRAMEBUFFER_H_ #define MSP_GL_FRAMEBUFFER_H_ +#include +#include "bindable.h" #include "gl.h" -#include "types.h" namespace Msp { namespace GL { class Renderbuffer; +class Texture; class Texture2D; enum FramebufferAttachment @@ -39,6 +41,28 @@ enum FramebufferStatus FRAMEBUFFER_COMPLETE = GL_FRAMEBUFFER_COMPLETE_EXT }; +enum BufferBits +{ + COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT, + DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT, + STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT, + ACCUM_BUFFER_BIT = GL_ACCUM_BUFFER_BIT +}; + +enum RWBuffer +{ + NO_BUFFER = GL_NONE, + FRONT_LEFT = GL_FRONT_LEFT, + FRONT_RIGHT = GL_FRONT_RIGHT, + BACK_LEFT = GL_BACK_LEFT, + BACK_RIGHT = GL_BACK_RIGHT, + FRONT = GL_FRONT, + BACK = GL_BACK, + LEFT = GL_LEFT, + RIGHT = GL_RIGHT, + FRONT_AND_BACK = GL_FRONT_AND_BACK +}; + /** Framebuffer objects can be used to perform offscreen rendering. The most common application is rendering to a texture, which can then be used for @@ -50,21 +74,44 @@ least one image must be attached for the framebuffer to be usable. Requires the GL_EXT_framebuffer_object extension. */ -class Framebuffer +class Framebuffer: public Bindable { private: - uint id; - - static const Framebuffer *current; - + struct Attachment + { + FramebufferAttachment attachment; + GLenum type; + union + { + Renderbuffer *rbuf; + Texture *tex; + }; + unsigned level; + + Attachment(FramebufferAttachment); + void set(Renderbuffer &); + void set(Texture &, unsigned); + void clear(); + }; + + unsigned id; + std::vector attachments; + unsigned width; + unsigned height; + mutable unsigned dirty; + + Framebuffer(unsigned); public: Framebuffer(); ~Framebuffer(); - void bind() const; - +private: + void update_attachment(unsigned) const; + void check_size(); +public: void attach(FramebufferAttachment attch, Renderbuffer &rbuf); - void attach(FramebufferAttachment attch, Texture2D &tex, int level); + void attach(FramebufferAttachment attch, Texture2D &tex, unsigned level = 0); + void detach(FramebufferAttachment attch); /** Checks the completeness status of the framebuffer. Returns @@ -73,11 +120,24 @@ public: */ FramebufferStatus check_status() const; + void clear(BufferBits); + void blit_from(const Framebuffer &, int, int, int, int, int, int, int, int, BufferBits, bool); + void blit_from(const Framebuffer &, int, int, unsigned, unsigned, int, int, BufferBits); + void blit_from(const Framebuffer &, BufferBits, bool); + + void bind() const; + + static const Framebuffer *current(); static void unbind(); + + static Framebuffer &system(); private: - void maybe_bind() const; + unsigned get_attachment_index(FramebufferAttachment); }; +inline BufferBits operator|(BufferBits a, BufferBits b) +{ return static_cast(static_cast(a)|static_cast(b)); } + } // namespace GL } // namespace Msp