/* ----------------------------------------------------------------------------- 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 __GLRENDERTEXTURE_H__ #define __GLRENDERTEXTURE_H__ #include "OgreCommon.h" #include "OgreGLSupportPrerequisites.h" #include "OgreRenderTexture.h" #include "OgreSingleton.h" #include "OgreGLRenderTarget.h" namespace Ogre { class GLHardwarePixelBufferCommon; class GLRTTManager; /** GL surface descriptor. Points to a 2D surface that can be rendered to. */ struct _OgrePrivate GLSurfaceDesc { public: GLHardwarePixelBufferCommon *buffer; uint32 zoffset; uint numSamples; uint16 poolId; uint8 mrtIndex; GLSurfaceDesc() : buffer(0), zoffset(0), numSamples(0), poolId(0), mrtIndex(0) {} }; /// Frame Buffer Object abstraction class _OgreGLExport GLFrameBufferObjectCommon { public: GLFrameBufferObjectCommon(); virtual ~GLFrameBufferObjectCommon(); /** Bind FrameBufferObject. Attempt to bind on incompatible GL context will cause FBO destruction and optional recreation. */ virtual bool bind(bool recreateIfNeeded) = 0; /** Swap buffers - only useful when using multisample buffers. */ virtual void swapBuffers() = 0; /** This function acts very similar to @ref RenderTarget::attachDepthBuffer The difference between D3D & OGL is that D3D setups the DepthBuffer before rendering, while OGL setups the DepthBuffer per FBO. So the DepthBuffer (RenderBuffer) needs to be attached for OGL. */ virtual void attachDepthBuffer( DepthBuffer *depthBuffer ) = 0; virtual void detachDepthBuffer() = 0; /** Bind a surface to a certain attachment point. attachment: 0..OGRE_MAX_MULTIPLE_RENDER_TARGETS-1 */ void bindSurface(size_t attachment, const GLSurfaceDesc &target); /** Unbind attachment */ void unbindSurface(size_t attachment); /// Accessors int32 getFSAA() const { return mNumSamples; } uint32 getWidth() const; uint32 getHeight() const; PixelFormat getFormat() const; GLContext* getContext() const { return mContext; } /// Get the GL id for the FBO uint32 getGLFBOID() const { return mFB; } /// Get the GL id for the multisample FBO uint32 getGLMultisampleFBOID() const { return mMultisampleFB; } const GLSurfaceDesc &getSurface(size_t attachment) const { return mColour[attachment]; } void notifyContextDestroyed(GLContext* context) { if(mContext == context) { mContext = 0; mFB = 0; mMultisampleFB = 0; } } void setRenderTargetPool(uint16 poolId) { // 0 means no-depth, which we dont care about here mPoolId = std::max(uint16(1), poolId); } protected: GLSurfaceDesc mDepth; GLSurfaceDesc mStencil; // Arbitrary number of texture surfaces GLSurfaceDesc mColour[OGRE_MAX_MULTIPLE_RENDER_TARGETS]; /// Context that was used to create FBO. It could already be destroyed, so do not dereference this field blindly GLContext* mContext; uint32 mFB; uint32 mMultisampleFB; int32 mNumSamples; GLRTTManager* mRTTManager; GLSurfaceDesc mMultisampleColourBuffer[OGRE_MAX_MULTIPLE_RENDER_TARGETS]; uint16 mPoolId = RBP_DEFAULT; /** Initialise object (find suitable depth and stencil format). Must be called every time the bindings change. It fails with an exception (ERR_INVALIDPARAMS) if: - Attachment point 0 has no binding - Not all bound surfaces have the same size - Not all bound surfaces have the same internal format */ virtual void initialise() = 0; void createAndBindRenderBuffer(unsigned format, uint32 width, uint32 height, uint8 mrtIndex = 0); }; /** Base class for GL Render Textures */ class _OgreGLExport GLRenderTexture : public RenderTexture, public GLRenderTarget { public: GLRenderTexture(const String &name, const GLSurfaceDesc &target, bool writeGamma); bool requiresTextureFlipping() const override { return true; } static const String CustomAttributeString_FBO; static const String CustomAttributeString_TARGET; static const String CustomAttributeString_GLCONTEXT; }; /** RenderTexture for GL FBO */ class _OgreGLExport GLFBORenderTexture: public GLRenderTexture { public: GLFBORenderTexture(const String& name, const GLSurfaceDesc& target, bool writeGamma, GLFrameBufferObjectCommon* fbo); void getCustomAttribute(const String& name, void* pData) override; /// Override needed to deal with multisample buffers void swapBuffers() override { mFB->swapBuffers(); } /// Override so we can attach the depth buffer to the FBO bool attachDepthBuffer( DepthBuffer *depthBuffer ) override; void _detachDepthBuffer() override; GLContext* getContext() const override { return mFB->getContext(); } GLFrameBufferObjectCommon* getFBO() override { return mFB.get(); } protected: std::unique_ptr mFB; }; /** Manager/factory for RenderTextures. */ class _OgreGLExport GLRTTManager : public Singleton { public: GLRTTManager(); virtual ~GLRTTManager(); /** Create a texture rendertarget object */ virtual RenderTexture *createRenderTexture(const String &name, const GLSurfaceDesc &target, bool writeGamma) = 0; /** Release a render buffer. Ignore silently if surface.buffer is 0. */ void releaseRenderBuffer(const GLSurfaceDesc &surface); /** Check if a certain format is usable as FBO rendertarget format */ bool checkFormat(PixelFormat format) { return mProps[format].valid; } /** Bind a certain render target. @note only needed for FBO RTTs */ virtual void bind(RenderTarget *target) {} /** Unbind a certain render target. This is called before binding another RenderTarget, and before the context is switched. It can be used to do a copy, or just be a noop if direct binding is used. @note only needed for Copying or PBuffer RTTs */ virtual void unbind(RenderTarget *target) {} virtual void getBestDepthStencil(PixelFormat internalFormat, uint32 *depthFormat, uint32 *stencilFormat) { *depthFormat = 0; *stencilFormat = 0; } /** Get the closest supported alternative format. If format is supported, returns format. */ PixelFormat getSupportedAlternative(PixelFormat format); /// @copydoc Singleton::getSingleton() static GLRTTManager& getSingleton(void); /// @copydoc Singleton::getSingleton() static GLRTTManager* getSingletonPtr(void); /** Request a render buffer. If format is GL_NONE, return a zero buffer. */ GLSurfaceDesc requestRenderBuffer(unsigned format, uint32 width, uint32 height, uint fsaa, uint16 poolId, uint mrtIndex = 0); /** Creates a new render buffer. Caller takes ownership. */ virtual GLHardwarePixelBufferCommon* createNewRenderBuffer(unsigned format, uint32 width, uint32 height, uint fsaa) { return NULL; } protected: /** Frame Buffer Object properties for a certain texture format. */ struct FormatProperties { bool valid; // This format can be used as RTT (FBO) /** Allowed modes/properties for this pixel format */ struct Mode { uchar depth; // Depth format (0=no depth) uchar stencil; // Stencil format (0=no stencil) }; std::vector modes; }; /** Properties for all internal formats defined by OGRE */ FormatProperties mProps[PF_COUNT]; /** Stencil and depth renderbuffers of the same format are re-used between surfaces of the same size and format. This can save a lot of memory when a large amount of rendertargets are used. */ struct RBRef { RBRef() {} RBRef(GLHardwarePixelBufferCommon* inBuffer) : buffer(inBuffer), refcount(1) {} GLHardwarePixelBufferCommon* buffer; size_t refcount; }; typedef std::unordered_map RenderBufferMap; RenderBufferMap mRenderBufferMap; }; } #endif