1 #ifndef MSP_GL_FRAMEBUFFER_H_
2 #define MSP_GL_FRAMEBUFFER_H_
6 #include "texturecube.h"
7 #include <msp/gl/extensions/arb_geometry_shader4.h>
8 #include <msp/gl/extensions/ext_framebuffer_multisample.h>
9 #include <msp/gl/extensions/ext_framebuffer_object.h>
10 #include <msp/gl/extensions/nv_fbo_color_attachments.h>
21 enum FramebufferAttachment
23 COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0,
24 COLOR_ATTACHMENT1 = GL_COLOR_ATTACHMENT1,
25 COLOR_ATTACHMENT2 = GL_COLOR_ATTACHMENT2,
26 COLOR_ATTACHMENT3 = GL_COLOR_ATTACHMENT3,
27 DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT,
28 STENCIL_ATTACHMENT = GL_STENCIL_ATTACHMENT
31 enum FramebufferStatus
33 FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
34 FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
35 FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT,
36 FRAMEBUFFER_INCOMPLETE_FORMATS = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT,
37 FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER,
38 FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER,
39 FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
40 FRAMEBUFFER_INCOMPLETE_LAYER_COUNT = GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB,
41 FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS,
42 FRAMEBUFFER_UNSUPPORTED = GL_FRAMEBUFFER_UNSUPPORTED,
43 FRAMEBUFFER_COMPLETE = GL_FRAMEBUFFER_COMPLETE
48 COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT,
49 DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT,
50 STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT
53 class framebuffer_incomplete: public std::runtime_error
56 framebuffer_incomplete(FramebufferStatus);
57 virtual ~framebuffer_incomplete() throw() { }
61 Framebuffer objects can be used to perform offscreen rendering. The most
62 common application is rendering to a texture, which can then be used for
63 fullscreen shader effects.
65 A framebuffer consist of a number of logical buffers, such as color and depth
66 buffers. Renderbuffers and Textures can be attached to the logical buffers. At
67 least one image must be attached for the framebuffer to be usable.
69 Requires the GL_EXT_framebuffer_object extension. The blit functions require
70 the GL_EXT_framebuffer_blit extension.
77 FramebufferAttachment attachment;
87 Attachment(FramebufferAttachment);
88 void set(Renderbuffer &);
89 void set(Texture &, unsigned, int);
94 std::vector<Attachment> attachments;
97 mutable FramebufferStatus status;
98 mutable unsigned dirty;
100 Framebuffer(unsigned);
105 unsigned get_width() const { return width; }
106 unsigned get_height() const { return height; }
111 unsigned get_attachment_index(FramebufferAttachment);
112 void set_texture_attachment(FramebufferAttachment, Texture &, unsigned, int);
114 void attach(FramebufferAttachment attch, Renderbuffer &rbuf);
115 void attach(FramebufferAttachment attch, Texture2D &tex, unsigned level = 0);
116 void attach(FramebufferAttachment attch, Texture3D &tex, unsigned layer, unsigned level = 0);
117 void attach(FramebufferAttachment attch, TextureCube &tex, TextureCubeFace face, unsigned level = 0);
118 void attach_layered(FramebufferAttachment attch, Texture3D &tex, unsigned level = 0);
119 void attach_layered(FramebufferAttachment attch, TextureCube &tex, unsigned level = 0);
120 void detach(FramebufferAttachment attch);
122 void resize(const WindowView &);
124 /** Returns FRAMEBUFFER_COMPLETE if the framebuffer is complete and can be
125 rendered to, or one of the error status codes otherwise. */
126 FramebufferStatus get_status() const { return status; }
128 /** Ensures that the framebuffer is complete, throwing an exception if it
130 void require_complete() const;
132 void refresh() const { if(dirty) update(); }
134 unsigned get_id() const { return id; }
136 void set_debug_name(const std::string &);
138 static Framebuffer &system();
141 inline BufferBits operator|(BufferBits a, BufferBits b)
142 { return static_cast<BufferBits>(static_cast<int>(a)|static_cast<int>(b)); }