/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __OgreGLFBORTT_H__ #define __OgreGLFBORTT_H__ #include "OgreGLPrerequisites.h" #include "OgreGLRenderTexture.h" /// Extra GL constants #define GL_DEPTH24_STENCIL8_EXT 0x88F0 namespace Ogre { /** Factory for GL Frame Buffer Objects, and related things. */ class _OgreGLExport GLFBOManager: public GLRTTManager { public: GLFBOManager(bool atimode); ~GLFBOManager(); /** Bind a certain render target if it is a FBO. If it is not a FBO, bind the main frame buffer. */ void bind(RenderTarget *target) override; /** Unbind a certain render target. No-op for FBOs. */ void unbind(RenderTarget *target) override {}; /** Get best depth and stencil supported for given internalFormat */ void getBestDepthStencil(PixelFormat internalFormat, GLenum *depthFormat, GLenum *stencilFormat) override; GLFBORenderTexture *createRenderTexture(const String &name, const GLSurfaceDesc &target, bool writeGamma) override; GLHardwarePixelBufferCommon* createNewRenderBuffer(unsigned format, uint32 width, uint32 height, uint fsaa) override; /** Get a FBO without depth/stencil for temporary use, like blitting between textures. */ GLuint getTemporaryFBO() { return mTempFBO; } private: /** Temporary FBO identifier */ GLuint mTempFBO; /// Buggy ATI driver? bool mATIMode; /** Detect allowed FBO formats */ void detectFBOFormats(); GLuint _tryFormat(GLenum depthFormat, GLenum stencilFormat); bool _tryPackedFormat(GLenum packedFormat); void _createTempFramebuffer(GLuint internalfmt, GLuint fmt, GLenum type, GLuint &fb, GLuint &tid); }; } #endif