X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcore%2Fframebuffer.h;h=5476596317000dbecd53eca3146adce3dcc4407c;hp=18e48f2022b6b1197129a6de6c57ee8a37cf38b3;hb=HEAD;hpb=160e9eea29bd10034733d59507fa1bcca36be401 diff --git a/source/core/framebuffer.h b/source/core/framebuffer.h index 18e48f20..4932f29a 100644 --- a/source/core/framebuffer.h +++ b/source/core/framebuffer.h @@ -5,6 +5,7 @@ #include "color.h" #include "framebuffer_backend.h" #include "frameformat.h" +#include "rect.h" #include "texturecube.h" namespace Msp { @@ -23,38 +24,41 @@ 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. - -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. +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. + +If a framebuffer has a multisampled format, each attachment can optionally have +a single-sampled resolve attachment associated with it. When a multisample +resolve operation is performed on the framebuffer (such as by a Sequence), the +sample values from the primary attachments are converted to a single value per +pixel in the corresponding resolve attachments. + +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; - unsigned level; - int layer; + Texture *tex = 0; + Texture *resolve = 0; + unsigned level = 0; + int layer = 0; - Attachment(); - void set(Texture &, unsigned, int); + void set(Texture &, Texture *, unsigned, int); void clear(); }; 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: @@ -68,10 +72,6 @@ public: /** Creates a framebuffer and sets its format. */ Framebuffer(const FrameFormat &); -private: - void init(); - -public: /** Sets the format of the framebuffer. Once the format is set, it can't be changed. */ void set_format(const FrameFormat &); @@ -80,27 +80,47 @@ public: unsigned get_width() const { return width; } unsigned get_height() const { return height; } + Rect get_rect() const { return Rect(0, 0, width, height); } + unsigned get_layers() const { return layers; } -private: +protected: void update() const; void check_size(); - void set_attachment(FrameAttachment, Texture &, unsigned, int, unsigned); -public: + void set_attachment(FrameAttachment, Texture &, Texture *, unsigned, int, unsigned); +public: /** Attaches a texture to the framebuffer. Only the attachment point 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 &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); + /** Attaches a multisample texture to the framebuffer. The texture must + have a sample count matching the frame format. A resolve attachment may + be given as well and used to resolve the multisample image into a single + value per texel. */ + void attach(FrameAttachment attch, Texture2DMultisample &, Texture2D *); + + /** 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, 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; + const Texture *get_resolve_attachment(FrameAttachment) const; + const Texture *get_resolve_attachment(unsigned) const; + bool has_resolve_attachments() const; + + using FramebufferBackend::is_presentable; /** Ensures that the framebuffer is complete, throwing an exception if it isn't. */ @@ -109,8 +129,6 @@ public: void refresh() const { if(dirty) update(); } using FramebufferBackend::set_debug_name; - - static Framebuffer &system(); };