/**************************************************************************************/ /* */ /* Visualization Library */ /* http://visualizationlibrary.org */ /* */ /* Copyright (c) 2005-2020, Michele Bosi */ /* All rights reserved. */ /* */ /* Redistribution and use in source and binary forms, with or without modification, */ /* are permitted provided that the following conditions are met: */ /* */ /* - Redistributions of source code must retain the above copyright notice, this */ /* list of conditions and the following disclaimer. */ /* */ /* - Redistributions in binary form must reproduce the above copyright notice, this */ /* list of conditions and the following disclaimer in the documentation and/or */ /* other materials provided with the distribution. */ /* */ /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* */ /**************************************************************************************/ #ifndef Framebuffer_INCLUDE_ONCE #define Framebuffer_INCLUDE_ONCE #include #include #include #include namespace vl { class OpenGLContext; //----------------------------------------------------------------------------- // Framebuffer //----------------------------------------------------------------------------- /** The Framebuffer class defines an abstract 'surface' where OpenGL can render into. * \sa OpenGLContext::framebuffer() and FramebufferObject */ class VLGRAPHICS_EXPORT Framebuffer: public Object { VL_INSTRUMENT_CLASS(vl::Framebuffer, Object) friend class OpenGLContext; public: /** Constructor, see also OpenGLContext::framebuffer(). */ Framebuffer(OpenGLContext* ctx, int w, int h, EReadDrawBuffer draw_buffer, EReadDrawBuffer read_buffer): mOpenGLContext(ctx), mWidth(w), mHeight(h) { VL_DEBUG_SET_OBJECT_NAME() setDrawBuffer(draw_buffer); setReadBuffer(read_buffer); } /** The OpenGLContext bound to a render target. */ OpenGLContext* openglContext() { return mOpenGLContext; } /** The OpenGLContext bound to a render target. */ const OpenGLContext* openglContext() const { return mOpenGLContext; } /** The width of a render target. */ int width() const { return mWidth; } /** The height of a render target. */ int height() const { return mHeight; } /** The width of a render target. */ void setWidth(int width) { mWidth = width; } /** The height of a render target. */ void setHeight(int height) { mHeight = height; } /** The framebuffer object id as used by glBindFramebuffer, Framebuffer::handle() always returns 0, i.e., the standard OpenGL framebuffer. */ virtual GLuint handle() const { return 0; } /** Activates the Framebuffer by calling bindFramebuffer() and bindDrawBuffers() */ void activate(EFramebufferBind target = FBB_FRAMEBUFFER) { bindFramebuffer(target); } /** * Calls glBindFramebuffer(target, 0) thus activating the the framebuffer 0, that is, the normal OpenGL buffers. * \note This method is overridden in FramebufferObject in order to activate the appropriate framebuffer object. */ virtual void bindFramebuffer(EFramebufferBind target = FBB_FRAMEBUFFER) { VL_CHECK_OGL() // the base render target is the framebuffer 0, that is, the normal OpenGL buffers VL_glBindFramebuffer(target, 0); VL_CHECK_OGL() #if defined(VL_OPENGL) // bind draw buffers if (target == FBB_FRAMEBUFFER || target == FBB_DRAW_FRAMEBUFFER) { bindDrawBuffers(); } // bind read buffer if (target == FBB_FRAMEBUFFER || target == FBB_READ_FRAMEBUFFER) { bindReadBuffer(); } #endif VL_CHECK_OGL() } /** Binds to the currently active framebuffer object (including the 0 one) the read buffer specified by setReadBuffer(). */ void bindReadBuffer(); /** Binds to the currently active framebuffer object (including the 0 one) the draw buffers specified by setDrawBuffers(). */ void bindDrawBuffers() const; /** Returns \p true if the draw buffers bound to this render target are legal for this render target type. */ bool checkDrawBuffers() const; /** Specifies the color buffer to be drawn into. */ void setDrawBuffer(EReadDrawBuffer draw_buffer) { mDrawBuffers.clear(); mDrawBuffers.push_back(draw_buffer); } /** Specifies a list of color buffers to be drawn into. */ void setDrawBuffers(EReadDrawBuffer draw_buffer1, EReadDrawBuffer draw_buffer2) { mDrawBuffers.clear(); mDrawBuffers.push_back(draw_buffer1); mDrawBuffers.push_back(draw_buffer2); } /** Specifies a list of color buffers to be drawn into. */ void setDrawBuffers(EReadDrawBuffer draw_buffer1, EReadDrawBuffer draw_buffer2, EReadDrawBuffer draw_buffer3) { mDrawBuffers.clear(); mDrawBuffers.push_back(draw_buffer1); mDrawBuffers.push_back(draw_buffer2); mDrawBuffers.push_back(draw_buffer3); } /** Specifies a list of color buffers to be drawn into. */ void setDrawBuffers(EReadDrawBuffer draw_buffer1, EReadDrawBuffer draw_buffer2, EReadDrawBuffer draw_buffer3, EReadDrawBuffer draw_buffer4) { mDrawBuffers.clear(); mDrawBuffers.push_back(draw_buffer1); mDrawBuffers.push_back(draw_buffer2); mDrawBuffers.push_back(draw_buffer3); mDrawBuffers.push_back(draw_buffer4); } /** Specifies a list of color buffers to be drawn into. */ void setDrawBuffers(const std::vector< EReadDrawBuffer >& draw_buffers) { mDrawBuffers = draw_buffers; } /** The color buffers to be drawn into. */ const std::vector< EReadDrawBuffer >& drawBuffers() { return mDrawBuffers; } /** The read-buffer bound when the render target is activated. */ EReadDrawBuffer readBuffer() const { return mReadBuffer; } /** The read-buffer bound when the render target is activated. */ void setReadBuffer(EReadDrawBuffer read_buffer) { mReadBuffer = read_buffer; } private: std::vector< EReadDrawBuffer > mDrawBuffers; EReadDrawBuffer mReadBuffer; OpenGLContext* mOpenGLContext; int mWidth; int mHeight; }; //------------------------------------------------------------------------------ } #endif