X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcore%2Fframebuffer.h;h=5476596317000dbecd53eca3146adce3dcc4407c;hp=48888459da363f7b24be4e7edd25aecbc0d00a8f;hb=e1be82a4dfce8d90358c506f65be09da4dc9d5ec;hpb=006bdb4f8660098fc524dcca80b24c943c65b249 diff --git a/source/core/framebuffer.h b/source/core/framebuffer.h index 48888459..54765963 100644 --- a/source/core/framebuffer.h +++ b/source/core/framebuffer.h @@ -3,30 +3,19 @@ #include #include "color.h" +#include "framebuffer_backend.h" #include "frameformat.h" -#include "gl.h" +#include "rect.h" #include "texturecube.h" -#include -#include -#include -#include namespace Msp { namespace GL { -class Texture; class Texture2D; class Texture2DMultisample; class Texture3D; class WindowView; -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: @@ -35,43 +24,36 @@ 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. +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. -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 +class Framebuffer: public FramebufferBackend { - friend class Commands; - friend class PipelineState; + friend FramebufferBackend; -private: +protected: struct Attachment { - Texture *tex; - unsigned level; - int layer; + Texture *tex = 0; + unsigned level = 0; + int layer = 0; - Attachment(); void set(Texture &, unsigned, int); void clear(); }; - unsigned id; FrameFormat format; std::vector attachments; - unsigned width; - unsigned height; - mutable unsigned 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. */ @@ -83,11 +65,6 @@ public: /** Creates a framebuffer and sets its format. */ Framebuffer(const FrameFormat &); -private: - void init(); -public: - ~Framebuffer(); - /** Sets the format of the framebuffer. Once the format is set, it can't be changed. */ void set_format(const FrameFormat &); @@ -96,27 +73,38 @@ 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: +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 &); + + /** 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 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 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. */ @@ -124,9 +112,7 @@ public: void refresh() const { if(dirty) update(); } - void set_debug_name(const std::string &); - - static Framebuffer &system(); + using FramebufferBackend::set_debug_name; }; @@ -142,9 +128,6 @@ union ClearValue ClearValue(): color(0.0f, 0.0f, 0.0f, 0.0f) { } }; -inline BufferBits operator|(BufferBits a, BufferBits b) -{ return static_cast(static_cast(a)|static_cast(b)); } - } // namespace GL } // namespace Msp