// This file is part of the OGRE project. // It is subject to the license terms in the LICENSE file found in the top-level directory // of this distribution and at https://www.ogre3d.org/licensing. #ifndef RENDERSYSTEMS_GLSUPPORT_INCLUDE_OGREGLDEPTHBUFFERCOMMON_H_ #define RENDERSYSTEMS_GLSUPPORT_INCLUDE_OGREGLDEPTHBUFFERCOMMON_H_ #include "OgreGLSupportPrerequisites.h" #include "OgreDepthBuffer.h" #include "OgreGLContext.h" #include "OgreGLRenderSystemCommon.h" #include "OgreGLHardwarePixelBufferCommon.h" namespace Ogre { /** OpenGL supports 3 different methods: FBO, pbuffer & Copy. Each one has it's own limitations. Non-FBO methods are solved using "dummy" DepthBuffers. That is, a DepthBuffer pointer is attached to the RenderTarget (for the sake of consistency) but it doesn't actually contain a Depth surface/renderbuffer (mDepthBuffer & mStencilBuffer are null pointers all the time) Those dummy DepthBuffers are identified thanks to their GL context. Note that FBOs don't allow sharing with the main window's depth buffer. Therefore even when FBO is enabled, a dummy DepthBuffer is still used to manage the windows. */ class GLDepthBufferCommon : public DepthBuffer { public: GLDepthBufferCommon(GLRenderSystemCommon* renderSystem, GLContext* creatorContext, GLHardwarePixelBufferCommon* depth, GLHardwarePixelBufferCommon* stencil, const RenderTarget* target, bool isManual); virtual ~GLDepthBufferCommon(); bool isCompatible( RenderTarget *renderTarget ) const override; GLContext* getGLContext() const { return mCreatorContext; } GLHardwarePixelBufferCommon* getDepthBuffer() const { return mDepthBuffer; } GLHardwarePixelBufferCommon* getStencilBuffer() const { return mStencilBuffer; } protected: GLContext *mCreatorContext; GLHardwarePixelBufferCommon *mDepthBuffer; GLHardwarePixelBufferCommon *mStencilBuffer; GLRenderSystemCommon *mRenderSystem; }; } // namespace Ogre #endif