X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcore%2Fframebuffer.h;h=d2029022d94b6fee2d0380d43a18dbff90338a63;hp=da828bf531f7c70eafc74d297712266fed97fa37;hb=959efbf61663efd7879070ce0447e02c8a447ce0;hpb=acaefb4c669f01855252818ef0a2958cbdababc3 diff --git a/source/core/framebuffer.h b/source/core/framebuffer.h index da828bf5..d2029022 100644 --- a/source/core/framebuffer.h +++ b/source/core/framebuffer.h @@ -3,6 +3,7 @@ #include #include "color.h" +#include "framebuffer_backend.h" #include "frameformat.h" #include "texturecube.h" @@ -22,43 +23,35 @@ 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 +class Framebuffer: public FramebufferBackend { - friend class Commands; - friend class PipelineState; + friend FramebufferBackend; private: 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; - Framebuffer(unsigned); + Framebuffer(bool); public: /** Creates an empty framebuffer. Format must be set before textures can be attached. */ @@ -70,11 +63,6 @@ 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 &); @@ -88,19 +76,27 @@ private: 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); + + /** 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(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 attach_layered(FrameAttachment attch, TextureCube &, unsigned level = 0); void detach(FrameAttachment attch); void resize(const WindowView &); @@ -111,7 +107,7 @@ public: void refresh() const { if(dirty) update(); } - void set_debug_name(const std::string &); + using FramebufferBackend::set_debug_name; static Framebuffer &system(); };