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occt/src/OpenGl/OpenGl_FrameBuffer.hxx
abv 92efcf78a6 0026936: Drawbacks of inlining in new type system in OCCT 7.0 -- automatic
Automatic restore of IMPLEMENT_STANDARD_RTTIEXT macro (upgrade -rtti)
2015-12-04 14:15:06 +03:00

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// 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 <OpenGl_Context.hxx>
#include <OpenGl_Resource.hxx>
#include <OpenGl_Texture.hxx>
#include <Standard_Boolean.hxx>
#include <InterfaceGraphic.hxx>
class OpenGl_FrameBuffer;
DEFINE_STANDARD_HANDLE(OpenGl_FrameBuffer, OpenGl_Resource)
//! 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;
static const GLuint NO_RENDERBUFFER = 0;
public:
//! Empty constructor
Standard_EXPORT OpenGl_FrameBuffer();
//! Destructor
Standard_EXPORT virtual ~OpenGl_FrameBuffer();
//! Destroy object - will release GPU memory if any.
Standard_EXPORT virtual void Release (OpenGl_Context* theGlCtx) Standard_OVERRIDE;
//! Number of multisampling samples.
GLsizei NbSamples() const
{
return myNbSamples;
}
//! Return true if FBO has been created with color attachment.
bool HasColor() const
{
return myColorFormat != 0;
}
//! Return true if FBO has been created with depth attachment.
bool HasDepth() const
{
return myDepthFormat != 0;
}
//! 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();
}
//! Initialize FBO for rendering into textures.
//! @param theGlCtx currently bound OpenGL context
//! @param theSizeX texture width
//! @param theSizeY texture height
//! @param theColorFormat color texture sized format (0 means no color attachment), e.g. GL_RGBA8
//! @param theDepthFormat depth-stencil texture sized format (0 means no depth attachment), e.g. GL_DEPTH24_STENCIL8
//! @param theNbSamples MSAA number of samples (0 means normal texture)
//! @return true on success
Standard_EXPORT Standard_Boolean Init (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theSizeX,
const GLsizei theSizeY,
const GLint theColorFormat,
const GLint theDepthFormat,
const GLsizei theNbSamples = 0);
//! (Re-)initialize FBO with specified dimensions.
Standard_EXPORT Standard_Boolean InitLazy (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theViewportSizeX,
const GLsizei theViewportSizeY,
const GLint theColorFormat,
const GLint theDepthFormat,
const GLsizei theNbSamples = 0);
//! (Re-)initialize FBO with properties taken from another FBO.
Standard_Boolean InitLazy (const Handle(OpenGl_Context)& theGlCtx,
const OpenGl_FrameBuffer& theFbo)
{
return InitLazy (theGlCtx, theFbo.myVPSizeX, theFbo.myVPSizeY, theFbo.myColorFormat, theFbo.myDepthFormat, theFbo.myNbSamples);
}
//! (Re-)initialize FBO with specified dimensions.
//! The Render Buffer Objects will be used for Color, Depth and Stencil attachments (as opposite to textures).
//! @param theGlCtx currently bound OpenGL context
//! @param theSizeX render buffer width
//! @param theSizeY render buffer height
//! @param theColorFormat color render buffer sized format, e.g. GL_RGBA8
//! @param theDepthFormat depth-stencil render buffer sized format, e.g. GL_DEPTH24_STENCIL8
//! @param theColorRBufferFromWindow when specified - should be ID of already initialized RB object, which will be released within this class
Standard_EXPORT Standard_Boolean InitWithRB (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theSizeX,
const GLsizei theSizeY,
const GLint theColorFormat,
const GLint theDepthFormat,
const GLuint theColorRBufferFromWindow = 0);
//! Initialize class from currently bound FBO.
//! Retrieved OpenGL objects will not be destroyed on Release.
Standard_EXPORT Standard_Boolean InitWrapper (const Handle(OpenGl_Context)& theGlCtx);
//! 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 for drawing and reading (to render into the texture).
Standard_EXPORT virtual void BindBuffer (const Handle(OpenGl_Context)& theGlCtx);
//! Bind frame buffer for drawing GL_DRAW_FRAMEBUFFER (to render into the texture).
Standard_EXPORT virtual void BindDrawBuffer (const Handle(OpenGl_Context)& theGlCtx);
//! Bind frame buffer for reading GL_READ_FRAMEBUFFER
Standard_EXPORT virtual void BindReadBuffer (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;
}
//! Returns the color Render Buffer.
GLuint ColorRenderBuffer() const
{
return myGlColorRBufferId;
}
//! Returns the depth Render Buffer.
GLuint DepthStencilRenderBuffer() const
{
return myGlDepthRBufferId;
}
protected:
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)
GLsizei myNbSamples; //!< number of MSAA samples
GLint myColorFormat; //!< sized format for color texture, GL_RGBA8 by default
GLint myDepthFormat; //!< sized format for depth-stencil texture, GL_DEPTH24_STENCIL8 by default
GLuint myGlFBufferId; //!< FBO object ID
GLuint myGlColorRBufferId; //!< color Render Buffer object (alternative to myColorTexture)
GLuint myGlDepthRBufferId; //!< depth-stencil Render Buffer object (alternative to myDepthStencilTexture)
bool myIsOwnBuffer; //!< flag indicating that FBO should be deallocated by this class
Handle(OpenGl_Texture) myColorTexture; //!< color texture object
Handle(OpenGl_Texture) myDepthStencilTexture; //!< depth-stencil texture object
public:
DEFINE_STANDARD_RTTIEXT(OpenGl_FrameBuffer,OpenGl_Resource) // Type definition
};
#endif // OPENGL_FRAME_BUFFER_H