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230 lines
9.3 KiB
230 lines
9.3 KiB
/* |
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Copyright (c) 2005, |
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Aaron Lefohn (lefohn@cs.ucdavis.edu) |
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Robert Strzodka (strzodka@stanford.edu) |
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Adam Moerschell (atmoerschell@ucdavis.edu) |
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All rights reserved. |
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This software is licensed under the BSD open-source license. See |
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http://www.opensource.org/licenses/bsd-license.php for more detail. |
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************************************************************* |
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Redistribution and use in source and binary forms, with or |
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without modification, are permitted provided that the following |
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conditions are met: |
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Redistributions of source code must retain the above copyright notice, |
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this list of conditions and the following disclaimer. |
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Redistributions in binary form must reproduce the above copyright notice, |
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this list of conditions and the following disclaimer in the documentation |
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and/or other materials provided with the distribution. |
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Neither the name of the University of California, Davis nor the names of |
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the contributors may be used to endorse or promote products derived |
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from this software without specific prior written permission. |
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS |
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FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL |
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THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, |
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INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE |
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GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, |
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WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF |
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THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY |
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OF SUCH DAMAGE. |
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*/ |
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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions |
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* are met: |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* * Neither the name of NVIDIA CORPORATION nor the names of its |
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* contributors may be used to endorse or promote products derived |
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* from this software without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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#ifndef UCDAVIS_FRAMEBUFFER_OBJECT_H |
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#define UCDAVIS_FRAMEBUFFER_OBJECT_H |
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#include <helper_gl.h> |
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#include <iostream> |
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/*! |
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FramebufferObject Class. This class encapsulates the FramebufferObject |
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(FBO) OpenGL spec. See the official spec at: |
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http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt |
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for details. |
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A framebuffer object (FBO) is conceptually a structure containing pointers |
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to GPU memory. The memory pointed to is either an OpenGL texture or an |
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OpenGL RenderBuffer. FBOs can be used to render to one or more textures, |
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share depth buffers between multiple sets of color buffers/textures and |
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are a complete replacement for pbuffers. |
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Performance Notes: |
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1) It is more efficient (but not required) to call Bind() |
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on an FBO before making multiple method calls. For example: |
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FramebufferObject fbo; |
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fbo.Bind(); |
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fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT); |
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fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT); |
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fbo.IsValid(); |
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To provide a complete encapsulation, the following usage |
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pattern works correctly but is less efficient: |
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FramebufferObject fbo; |
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// NOTE : No Bind() call |
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fbo.AttachTexture(GL_TEXTURE_2D, texId0, GL_COLOR_ATTACHMENT0_EXT); |
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fbo.AttachTexture(GL_TEXTURE_2D, texId1, GL_COLOR_ATTACHMENT1_EXT); |
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fbo.IsValid(); |
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The first usage pattern binds the FBO only once, whereas |
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the second usage binds/unbinds the FBO for each method call. |
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2) Use FramebufferObject::Disable() sparingly. We have intentionally |
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left out an "Unbind()" method because it is largely unnecessary |
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and encourages rendundant Bind/Unbind coding. Binding an FBO is |
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usually much faster than enabling/disabling a pbuffer, but is |
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still a costly operation. When switching between multiple FBOs |
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and a visible OpenGL framebuffer, the following usage pattern |
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is recommended: |
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FramebufferObject fbo1, fbo2; |
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fbo1.Bind(); |
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... Render ... |
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// NOTE : No Unbind/Disable here... |
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fbo2.Bind(); |
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... Render ... |
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// Disable FBO rendering and return to visible window |
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// OpenGL framebuffer. |
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FramebufferObject::Disable(); |
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*/ |
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class FramebufferObject |
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{ |
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public: |
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/// Ctor/Dtor |
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FramebufferObject(); |
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virtual ~FramebufferObject(); |
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/// Bind this FBO as current render target |
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void Bind(); |
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/// Bind a texture to the "attachment" point of this FBO |
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virtual void AttachTexture(GLenum texTarget, |
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GLuint texId, |
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GLenum attachment = GL_COLOR_ATTACHMENT0_EXT, |
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int mipLevel = 0, |
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int zSlice = 0); |
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/// Bind an array of textures to multiple "attachment" points of this FBO |
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/// - By default, the first 'numTextures' attachments are used, |
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/// starting with GL_COLOR_ATTACHMENT0_EXT |
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virtual void AttachTextures(int numTextures, |
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GLenum texTarget[], |
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GLuint texId[], |
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GLenum attachment[] = NULL, |
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int mipLevel[] = NULL, |
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int zSlice[] = NULL); |
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/// Bind a render buffer to the "attachment" point of this FBO |
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virtual void AttachRenderBuffer(GLuint buffId, GLenum attachment = GL_COLOR_ATTACHMENT0_EXT); |
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/// Bind an array of render buffers to corresponding "attachment" points |
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/// of this FBO. |
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/// - By default, the first 'numBuffers' attachments are used, |
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/// starting with GL_COLOR_ATTACHMENT0_EXT |
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virtual void AttachRenderBuffers(int numBuffers, GLuint buffId[], GLenum attachment[] = NULL); |
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/// Free any resource bound to the "attachment" point of this FBO |
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void Unattach(GLenum attachment); |
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/// Free any resources bound to any attachment points of this FBO |
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void UnattachAll(); |
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/// Is this FBO currently a valid render target? |
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/// - Sends output to std::cerr by default but can |
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/// be a user-defined C++ stream |
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/// |
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/// NOTE : This function works correctly in debug build |
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/// mode but always returns "true" if NDEBUG is |
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/// is defined (optimized builds) |
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#ifndef NDEBUG |
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bool IsValid(std::ostream &ostr = std::cerr); |
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#else |
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bool IsValid(std::ostream &ostr = std::cerr) { return true; } |
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#endif |
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/// BEGIN : Accessors |
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/// Is attached type GL_RENDERBUFFER_EXT or GL_TEXTURE? |
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GLenum GetAttachedType(GLenum attachment); |
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/// What is the Id of Renderbuffer/texture currently |
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/// attached to "attachment?" |
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GLuint GetAttachedId(GLenum attachment); |
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/// Which mipmap level is currently attached to "attachment?" |
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GLint GetAttachedMipLevel(GLenum attachment); |
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/// Which cube face is currently attached to "attachment?" |
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GLint GetAttachedCubeFace(GLenum attachment); |
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/// Which z-slice is currently attached to "attachment?" |
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GLint GetAttachedZSlice(GLenum attachment); |
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/// END : Accessors |
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/// BEGIN : Static methods global to all FBOs |
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/// Return number of color attachments permitted |
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static int GetMaxColorAttachments(); |
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/// Disable all FBO rendering and return to traditional, |
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/// windowing-system controlled framebuffer |
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/// NOTE: |
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/// This is NOT an "unbind" for this specific FBO, but rather |
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/// disables all FBO rendering. This call is intentionally "static" |
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/// and named "Disable" instead of "Unbind" for this reason. The |
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/// motivation for this strange semantic is performance. Providing |
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/// "Unbind" would likely lead to a large number of unnecessary |
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/// FBO enabling/disabling. |
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static void Disable(); |
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/// END : Static methods global to all FBOs |
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protected: |
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void _GuardedBind(); |
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void _GuardedUnbind(); |
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void _FramebufferTextureND(GLenum attachment, GLenum texTarget, GLuint texId, int mipLevel, int zSlice); |
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static GLuint _GenerateFboId(); |
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private: |
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GLuint m_fboId; |
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GLint m_savedFboId; |
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}; |
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#endif
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