// Created by: Kirill GAVRILOV // Copyright (c) 2011-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef OPENGL_FRAME_BUFFER_H #define OPENGL_FRAME_BUFFER_H #include #include #include #include #include //! Class implements FrameBuffer Object (FBO) resource //! intended for off-screen rendering. class OpenGl_FrameBuffer : public OpenGl_Resource { public: //! Helpful constants static const GLuint NO_FRAMEBUFFER = 0; public: //! Empty constructor Standard_EXPORT OpenGl_FrameBuffer (GLint theTextureFormat = GL_RGBA8); //! Destructor Standard_EXPORT virtual ~OpenGl_FrameBuffer(); //! Destroy object - will release GPU memory if any. Standard_EXPORT virtual void Release (OpenGl_Context* theGlCtx); //! Textures width. GLsizei GetSizeX() const { return myColorTexture->SizeX(); } //! Textures height. GLsizei GetSizeY() const { return myColorTexture->SizeY(); } //! Viewport width. GLsizei GetVPSizeX() const { return myVPSizeX; } //! Viewport height. GLsizei GetVPSizeY() const { return myVPSizeY; } //! Returns true if current object was initialized Standard_Boolean IsValid() const { return isValidFrameBuffer(); } //! Notice! Obsolete hardware (GeForce FX etc) //! doesn't support rectangular textures! //! There are 3 possible results if you are trying //! to create non power-of-two FBO on these cards: //! 1) FBO creation will fail, //! current implementation will try to generate compatible FBO; //! 2) FBO rendering will be done in software mode (ForceWare 'hack'); //! 3) FBO rendering will be incorrect (some obsolete Catalyst drivers). Standard_EXPORT Standard_Boolean Init (const Handle(OpenGl_Context)& theGlCtx, const GLsizei theViewportSizeX, const GLsizei theViewportSizeY); //! Setup viewport to render into FBO Standard_EXPORT void SetupViewport (const Handle(OpenGl_Context)& theGlCtx); //! Override viewport settings Standard_EXPORT void ChangeViewport (const GLsizei theVPSizeX, const GLsizei theVPSizeY); //! Bind frame buffer (to render into the texture). Standard_EXPORT virtual void BindBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Unbind frame buffer. Standard_EXPORT virtual void UnbindBuffer (const Handle(OpenGl_Context)& theGlCtx); //! Returns the color texture. inline const Handle(OpenGl_Texture)& ColorTexture() const { return myColorTexture; } //! Returns the depth-stencil texture. inline const Handle(OpenGl_Texture)& DepthStencilTexture() const { return myDepthStencilTexture; } protected: //! Generate textures with undefined data Standard_Boolean initTrashTextures (const Handle(OpenGl_Context)& theGlContext); Standard_Boolean isValidFrameBuffer() const { return myGlFBufferId != NO_FRAMEBUFFER; } protected: GLsizei myVPSizeX; //!< viewport width (should be <= texture width) GLsizei myVPSizeY; //!< viewport height (should be <= texture height) GLint myTextFormat; //!< GL_RGB, GL_RGBA,... GLuint myGlFBufferId; //!< FBO object ID Handle(OpenGl_Texture) myColorTexture; //!< color texture object Handle(OpenGl_Texture) myDepthStencilTexture; //!< depth-stencil texture object public: DEFINE_STANDARD_RTTI(OpenGl_FrameBuffer) // Type definition }; DEFINE_STANDARD_HANDLE(OpenGl_FrameBuffer, OpenGl_Resource) #endif // OPENGL_FRAME_BUFFER_H