X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcore%2Fframebuffer.h;h=5476596317000dbecd53eca3146adce3dcc4407c;hp=275f516e8d4d3b22acca3393a48065cb5d5422fb;hb=HEAD;hpb=715672cf2c64dab0744db676fdee255ee3a4cef7 diff --git a/source/core/framebuffer.h b/source/core/framebuffer.h index 275f516e..4932f29a 100644 --- a/source/core/framebuffer.h +++ b/source/core/framebuffer.h @@ -2,128 +2,125 @@ #define MSP_GL_FRAMEBUFFER_H_ #include -#include "gl.h" +#include "color.h" +#include "framebuffer_backend.h" +#include "frameformat.h" +#include "rect.h" #include "texturecube.h" -#include -#include -#include -#include namespace Msp { namespace GL { -class Renderbuffer; -class Texture; class Texture2D; +class Texture2DMultisample; class Texture3D; class WindowView; -enum FramebufferAttachment -{ - COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0, - COLOR_ATTACHMENT1 = GL_COLOR_ATTACHMENT1, - COLOR_ATTACHMENT2 = GL_COLOR_ATTACHMENT2, - COLOR_ATTACHMENT3 = GL_COLOR_ATTACHMENT3, - DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT, - STENCIL_ATTACHMENT = GL_STENCIL_ATTACHMENT -}; - -enum FramebufferStatus -{ - FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, - FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, - FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT, - FRAMEBUFFER_INCOMPLETE_FORMATS = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT, - FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER, - FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER, - FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, - FRAMEBUFFER_INCOMPLETE_LAYER_COUNT = GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB, - FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS, - FRAMEBUFFER_UNSUPPORTED = GL_FRAMEBUFFER_UNSUPPORTED, - FRAMEBUFFER_COMPLETE = GL_FRAMEBUFFER_COMPLETE -}; - -enum BufferBits -{ - COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT, - DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT, - STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT -}; - class framebuffer_incomplete: public std::runtime_error { public: - framebuffer_incomplete(FramebufferStatus); + framebuffer_incomplete(const std::string &); virtual ~framebuffer_incomplete() throw() { } }; /** -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. Renderbuffers and 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 +class Framebuffer: public FramebufferBackend { -private: + friend FramebufferBackend; + +protected: struct Attachment { - FramebufferAttachment attachment; - GLenum type; - union - { - Renderbuffer *rbuf; - Texture *tex; - }; - unsigned level; - int layer; - - Attachment(FramebufferAttachment); - void set(Renderbuffer &); - void set(Texture &, unsigned, int); + Texture *tex = 0; + Texture *resolve = 0; + unsigned level = 0; + int layer = 0; + + void set(Texture &, Texture *, unsigned, int); void clear(); }; - unsigned id; + FrameFormat format; std::vector attachments; - unsigned width; - unsigned height; - mutable FramebufferStatus status; - mutable unsigned dirty; + unsigned width = 0; + unsigned height = 0; + unsigned layers = 0; + mutable unsigned dirty = 0; - Framebuffer(unsigned); + Framebuffer(bool); public: + /** Creates an empty framebuffer. Format must be set before textures can + be attached. */ Framebuffer(); - ~Framebuffer(); + + /** Creates a framebuffer and sets its format to a single attachment. */ + Framebuffer(FrameAttachment); + + /** Creates a framebuffer and sets its format. */ + Framebuffer(const FrameFormat &); + + /** Sets the format of the framebuffer. Once the format is set, it can't + be changed. */ + void set_format(const FrameFormat &); + + const FrameFormat &get_format() const { return format; } 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(); - unsigned get_attachment_index(FramebufferAttachment); - void set_texture_attachment(FramebufferAttachment, Texture &, unsigned, int); + void set_attachment(FrameAttachment, Texture &, Texture *, unsigned, int, unsigned); + public: - void attach(FramebufferAttachment attch, Renderbuffer &rbuf); - void attach(FramebufferAttachment attch, Texture2D &tex, unsigned level = 0); - void attach(FramebufferAttachment attch, Texture3D &tex, unsigned layer, unsigned level = 0); - void attach(FramebufferAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level = 0); - void attach_layered(FramebufferAttachment attch, Texture3D &tex, unsigned level = 0); - void attach_layered(FramebufferAttachment attch, TextureCube &tex, unsigned level = 0); - void detach(FramebufferAttachment attch); + /** 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 &, 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); - void resize(const WindowView &); + /** Attaches a layered texture to the framebuffer. Shaders can direct + output to a particular layer. */ + void attach_layered(FrameAttachment attch, Texture3D &, unsigned level = 0); - /** Returns FRAMEBUFFER_COMPLETE if the framebuffer is complete and can be - rendered to, or one of the error status codes otherwise. */ - FramebufferStatus get_status() const { return status; } + void attach_layered(FrameAttachment attch, TextureCube &, unsigned level = 0); + void detach(FrameAttachment attch); + + 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. */ @@ -131,15 +128,21 @@ public: void refresh() const { if(dirty) update(); } - unsigned get_id() const { return id; } + using FramebufferBackend::set_debug_name; +}; - void set_debug_name(const std::string &); - static Framebuffer &system(); -}; +union ClearValue +{ + Color color; + struct + { + float depth; + int stencil; + } depth_stencil; -inline BufferBits operator|(BufferBits a, BufferBits b) -{ return static_cast(static_cast(a)|static_cast(b)); } + ClearValue(): color(0.0f, 0.0f, 0.0f, 0.0f) { } +}; } // namespace GL } // namespace Msp