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66 lines
2.5 KiB
C++
66 lines
2.5 KiB
C++
// Created on: 2021-01-15
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// Copyright (c) 2021 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _OpenGl_DepthPeeling_HeaderFile
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#define _OpenGl_DepthPeeling_HeaderFile
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#include <OpenGl_FrameBuffer.hxx>
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#include <OpenGl_NamedResource.hxx>
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//! Class provides FBOs for dual depth peeling.
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class OpenGl_DepthPeeling : public OpenGl_NamedResource
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{
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DEFINE_STANDARD_RTTIEXT(OpenGl_DepthPeeling, OpenGl_NamedResource)
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public:
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//! Constructor.
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Standard_EXPORT OpenGl_DepthPeeling();
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//! Destructor.
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Standard_EXPORT virtual ~OpenGl_DepthPeeling();
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//! Release OpenGL resources
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Standard_EXPORT virtual void Release (OpenGl_Context* theGlCtx) Standard_OVERRIDE;
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//! Returns estimated GPU memory usage for holding data without considering overheads and allocation alignment rules.
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Standard_EXPORT virtual Standard_Size EstimatedDataSize() const Standard_OVERRIDE;
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//! Attach a texture image.
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//! Resets the active FBO to 0.
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Standard_EXPORT void AttachDepthTexture (const Handle(OpenGl_Context)& theCtx,
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const Handle(OpenGl_Texture)& theDepthStencilTexture);
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//! Detach a texture image.
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//! Resets the active FBO to 0.
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Standard_EXPORT void DetachDepthTexture (const Handle(OpenGl_Context)& theCtx);
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//! Returns additional buffers for ping-pong
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const Handle(OpenGl_FrameBuffer)* DepthPeelFbosOit() const { return myDepthPeelFbosOit; }
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//! Returns additional buffers for ping-pong
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const Handle(OpenGl_FrameBuffer)* FrontBackColorFbosOit() const { return myFrontBackColorFbosOit; }
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//! Returns additional FBO for depth peeling
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const Handle(OpenGl_FrameBuffer)& BlendBackFboOit() const { return myBlendBackFboOit; }
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private:
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Handle(OpenGl_FrameBuffer) myDepthPeelFbosOit[2]; //!< depth + front color + back color
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Handle(OpenGl_FrameBuffer) myFrontBackColorFbosOit[2]; //!< front color + back color
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Handle(OpenGl_FrameBuffer) myBlendBackFboOit;
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};
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#endif // _OpenGl_DepthPeeling_HeaderFile
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