/indra/llrender/llrendertarget.h
C Header | 158 lines | 50 code | 32 blank | 76 comment | 0 complexity | 8010487b3d1bf8666850acf2c5473edd MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file llrendertarget.h
- * @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects.
- *
- * $LicenseInfo:firstyear=2001&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
- #ifndef LL_LLRENDERTARGET_H
- #define LL_LLRENDERTARGET_H
- // LLRenderTarget is unavailible on the mapserver since it uses FBOs.
- #if !LL_MESA_HEADLESS
- #include "llgl.h"
- #include "llrender.h"
- /*
- SAMPLE USAGE:
- LLRenderTarget target;
- ...
- //allocate a 256x256 RGBA render target with depth buffer
- target.allocate(256,256,GL_RGBA,TRUE);
- //render to contents of offscreen buffer
- target.bindTarget();
- target.clear();
- ... <issue drawing commands> ...
- target.flush();
- ...
- //use target as a texture
- gGL.getTexUnit(INDEX)->bind(&target);
- ... <issue drawing commands> ...
- */
- class LLMultisampleBuffer;
- class LLRenderTarget
- {
- public:
- //whether or not to use FBO implementation
- static bool sUseFBO;
- static U32 sBytesAllocated;
- LLRenderTarget();
- ~LLRenderTarget();
- //allocate resources for rendering
- //must be called before use
- //multiple calls will release previously allocated resources
- bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
- //add color buffer attachment
- //limit of 4 color attachments per render target
- bool addColorAttachment(U32 color_fmt);
- //allocate a depth texture
- bool allocateDepth();
- //share depth buffer with provided render target
- void shareDepthBuffer(LLRenderTarget& target);
- //free any allocated resources
- //safe to call redundantly
- void release();
- //bind target for rendering
- //applies appropriate viewport
- void bindTarget();
- //unbind target for rendering
- static void unbindTarget();
-
- //clear render targer, clears depth buffer if present,
- //uses scissor rect if in copy-to-texture mode
- void clear(U32 mask = 0xFFFFFFFF);
-
- //get applied viewport
- void getViewport(S32* viewport);
- //get X resolution
- U32 getWidth() const { return mResX; }
- //get Y resolution
- U32 getHeight() const { return mResY; }
- LLTexUnit::eTextureType getUsage(void) const { return mUsage; }
- U32 getTexture(U32 attachment = 0) const;
- U32 getDepth(void) const { return mDepth; }
- bool hasStencil() const { return mStencil; }
- void bindTexture(U32 index, S32 channel);
- //flush rendering operations
- //must be called when rendering is complete
- //should be used 1:1 with bindTarget
- // call bindTarget once, do all your rendering, call flush once
- // if fetch_depth is TRUE, every effort will be made to copy the depth buffer into
- // the current depth texture. A depth texture will be allocated if needed.
- void flush(bool fetch_depth = FALSE);
- void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
- S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
- static void copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
- S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
- //Returns TRUE if target is ready to be rendered into.
- //That is, if the target has been allocated with at least
- //one renderable attachment (i.e. color buffer, depth buffer).
- bool isComplete() const;
- static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
- protected:
- U32 mResX;
- U32 mResY;
- std::vector<U32> mTex;
- U32 mFBO;
- U32 mDepth;
- bool mStencil;
- bool mUseDepth;
- bool mRenderDepth;
- LLTexUnit::eTextureType mUsage;
-
- static LLRenderTarget* sBoundTarget;
- };
- #endif //!LL_MESA_HEADLESS
- #endif