134 lines
3.5 KiB
C++
134 lines
3.5 KiB
C++
/**
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* @file llrendertarget.h
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* @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects.
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2007, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlife.com/developers/opensource/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at http://secondlife.com/developers/opensource/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLRENDERTARGET_H
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#define LL_LLRENDERTARGET_H
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#include "llgl.h"
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/*
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SAMPLE USAGE:
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LLRenderTarget target;
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...
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//allocate a 256x256 RGBA render target with depth buffer
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target.allocate(256,256,GL_RGBA,TRUE);
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//render to contents of offscreen buffer
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target.bindTarget();
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target.clear();
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... <issue drawing commands> ...
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target.flush();
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...
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//use target as a texture
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target.bindTexture();
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... <issue drawing commands> ...
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*/
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class LLRenderTarget
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{
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public:
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//whether or not to use FBO implementation
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static BOOL sUseFBO;
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LLRenderTarget();
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~LLRenderTarget();
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//allocate resources for rendering
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//must be called before use
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//multiple calls will release previously allocated resources
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void allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth, U32 usage = GL_TEXTURE_2D, BOOL use_fbo = FALSE);
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//allocate a depth texture
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void allocateDepth();
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//free any allocated resources
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//safe to call redundantly
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void release();
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//bind target for rendering
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//applies appropriate viewport
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void bindTarget();
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//clear render targer, clears depth buffer if present,
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//uses scissor rect if in copy-to-texture mode
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void clear();
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//get applied viewport
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void getViewport(S32* viewport);
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//get X resolution
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U32 getWidth() const { return mResX; }
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//get Y resolution
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U32 getHeight() const { return mResY; }
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//bind results of render for sampling
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void bindTexture();
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//bind results of render for sampling depth buffer
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void bindDepth();
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//flush rendering operations
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//must be called when rendering is complete
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//should be used 1:1 with bindTarget
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// call bindTarget once, do all your rendering, call flush once
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// if fetch_depth is TRUE, every effort will be made to copy the depth buffer into
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// the current depth texture. A depth texture will be allocated if needed.
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void flush(BOOL fetch_depth = FALSE);
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//Returns TRUE if target is ready to be rendered into.
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//That is, if the target has been allocated with at least
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//one renderable attachment (i.e. color buffer, depth buffer).
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BOOL isComplete() const;
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private:
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U32 mResX;
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U32 mResY;
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U32 mTex;
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U32 mFBO;
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U32 mDepth;
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U32 mStencil;
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BOOL mUseDepth;
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BOOL mRenderDepth;
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U32 mUsage;
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};
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#endif
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