X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcore%2Fframebuffer.h;h=920d9422fae0c103d0a492c81e9024b9f3a595ae;hp=e370b7c7f38976c2211c496c4c6c5e640f835e07;hb=7ef75a4c4dbfc437e466381dd67c23357e607b82;hpb=38712d8ecc57d043a2419ffbaeeb57f7a6586f14 diff --git a/source/core/framebuffer.h b/source/core/framebuffer.h index e370b7c7..920d9422 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 +47,9 @@ private: FrameFormat format; std::vector attachments; - unsigned width; - unsigned height; - mutable unsigned dirty; + unsigned width = 0; + unsigned height = 0; + mutable unsigned dirty = 0; Framebuffer(bool); public: @@ -76,26 +72,32 @@ public: unsigned get_width() const { return width; } unsigned get_height() const { return height; } -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 &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 detach(FrameAttachment attch); + 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 resize(const WindowView &); + 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); /** Ensures that the framebuffer is complete, throwing an exception if it isn't. */ @@ -104,8 +106,6 @@ public: void refresh() const { if(dirty) update(); } using FramebufferBackend::set_debug_name; - - static Framebuffer &system(); };