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SingularityViewer/indra/llrender/llrendertarget.h

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5.4 KiB
C++

/**
* @file llrendertarget.h
* @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects.
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#ifndef LL_LLRENDERTARGET_H
#define LL_LLRENDERTARGET_H
// LLRenderTarget is unavailible on the mapserver since it uses FBOs.
#if !LL_MESA_HEADLESS
#include "llgl.h"
#include "llrender.h"
/*
SAMPLE USAGE:
LLRenderTarget target;
...
//allocate a 256x256 RGBA render target with depth buffer
target.allocate(256,256,GL_RGBA,TRUE);
//render to contents of offscreen buffer
target.bindTarget();
target.clear();
... <issue drawing commands> ...
target.flush();
...
//use target as a texture
gGL.getTexUnit(INDEX)->bind(&target);
... <issue drawing commands> ...
*/
class LLMultisampleBuffer;
class LLRenderTarget
{
public:
//whether or not to use FBO implementation
static bool sUseFBO;
LLRenderTarget();
virtual ~LLRenderTarget();
//allocate resources for rendering
//must be called before use
//multiple calls will release previously allocated resources
bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = FALSE);
//provide this render target with a multisample resource.
void setSampleBuffer(LLMultisampleBuffer* buffer);
//add color buffer attachment
//limit of 4 color attachments per render target
virtual bool addColorAttachment(U32 color_fmt);
//allocate a depth texture
virtual bool allocateDepth();
//share depth buffer with provided render target
virtual void shareDepthBuffer(LLRenderTarget& target);
//free any allocated resources
//safe to call redundantly
virtual void release();
//bind target for rendering
//applies appropriate viewport
virtual void bindTarget();
//unbind target for rendering
static void unbindTarget();
//clear render targer, clears depth buffer if present,
//uses scissor rect if in copy-to-texture mode
void clear(U32 mask = 0xFFFFFFFF);
//get applied viewport
void getViewport(S32* viewport);
//get X resolution
U32 getWidth() const { return mResX; }
//get Y resolution
U32 getHeight() const { return mResY; }
LLTexUnit::eTextureType getUsage(void) const { return mUsage; }
U32 getTexture(U32 attachment = 0) const;
U32 getDepth(void) const { return mDepth; }
bool hasStencil() const { return mStencil; }
void bindTexture(U32 index, S32 channel);
//flush rendering operations
//must be called when rendering is complete
//should be used 1:1 with bindTarget
// call bindTarget once, do all your rendering, call flush once
// if fetch_depth is TRUE, every effort will be made to copy the depth buffer into
// the current depth texture. A depth texture will be allocated if needed.
void flush(bool fetch_depth = FALSE);
void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
static void copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
//Returns TRUE if target is ready to be rendered into.
//That is, if the target has been allocated with at least
//one renderable attachment (i.e. color buffer, depth buffer).
bool isComplete() const;
static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
protected:
friend class LLMultisampleBuffer;
U32 mResX;
U32 mResY;
std::vector<U32> mTex;
U32 mFBO;
U32 mDepth;
bool mStencil;
bool mUseDepth;
bool mRenderDepth;
LLTexUnit::eTextureType mUsage;
U32 mSamples;
LLMultisampleBuffer* mSampleBuffer;
static LLRenderTarget* sBoundTarget;
};
class LLMultisampleBuffer : public LLRenderTarget
{
public:
LLMultisampleBuffer();
virtual ~LLMultisampleBuffer();
virtual void release();
virtual void bindTarget();
void bindTarget(LLRenderTarget* ref);
virtual bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo);
bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples);
virtual bool addColorAttachment(U32 color_fmt);
virtual bool allocateDepth();
};
#endif //!LL_MESA_HEADLESS
#endif