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#ifndef Magnum_Framebuffer_h
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#define Magnum_Framebuffer_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Framebuffer
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*/
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#include "Magnum/AbstractFramebuffer.h"
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#include "Magnum/CubeMapTexture.h"
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#ifdef _X11_XLIB_H_ /* Xlib.h, I hate you sincerely */
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#undef Status
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#endif
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namespace Magnum {
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/**
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@brief %Framebuffer
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Unlike @ref DefaultFramebuffer, which is used for on-screen rendering, this
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class is used for off-screen rendering, usable either in windowless
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applications, texture generation or for various post-processing effects.
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@section Framebuffer-usage Example usage
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See @ref DefaultFramebuffer-usage "DefaultFramebuffer documentation" for
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introduction. Imagine you have shader with multiple outputs (e.g. for deferred
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rendering). You want to render them off-screen to textures and then use the
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textures for actual on-screen rendering. First you need to create the
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framebuffer with the same viewport as default framebuffer and attach textures
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and renderbuffers to desired outputs:
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@code
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Framebuffer framebuffer(defaultFramebuffer.viewportPosition(), defaultFramebuffer.viewportSize());
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Texture2D color, normal;
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Renderbuffer depthStencil;
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// configure the textures and allocate texture memory...
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framebuffer.attachTexture2D(Framebuffer::ColorAttachment(0), color);
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framebuffer.attachTexture2D(Framebuffer::ColorAttachment(1), normal);
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framebuffer.attachRenderbuffer(Framebuffer::BufferAttachment::DepthStencil, depthStencil);
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@endcode
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Then you need to map outputs of your shader to color attachments in the
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framebuffer:
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@code
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framebuffer.mapForDraw({{MyShader::ColorOutput, Framebuffer::ColorAttachment(0)},
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{MyShader::NormalOutput, Framebuffer::ColorAttachment(1)}});
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@endcode
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The actual @ref Platform::Sdl2Application::drawEvent() "drawEvent()" might look
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like this. First you clear all buffers you need, perform drawing to off-screen
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framebuffer, then bind the default and render the textures on screen:
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@code
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void drawEvent() {
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defaultFramebuffer.clear(FramebufferClear::Color)
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framebuffer.clear(FramebufferClear::Color|FramebufferClear::Depth|FramebufferClear::Stencil);
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framebuffer.bind(FramebufferTarget::Draw);
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// ...
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defaultFramebuffer.bind(Framebuffer::Target::Draw);
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// ...
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}
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@endcode
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@section Framebuffer-performance-optimization Performance optimizations
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See also @ref AbstractFramebuffer-performance-optimization "relevant section in AbstractFramebuffer".
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If extension @extension{EXT,direct_state_access} is available, functions
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@ref mapForDraw(), @ref mapForRead(), @ref attachRenderbuffer(),
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@ref attachTexture1D(), @ref attachTexture2D(), @ref attachCubeMapTexture() and
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@ref attachTexture3D() use DSA to avoid unnecessary calls to @fn_gl{BindFramebuffer}.
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See their respective documentation for more information.
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@requires_gl30 %Extension @extension{ARB,framebuffer_object}
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@todo `MAX_COLOR_ATTACHMENTS`
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*/
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class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObject {
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friend struct Implementation::FramebufferState;
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public:
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/**
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* @brief Color attachment
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*
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* @see @ref BufferAttachment, @ref attachRenderbuffer(),
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* @ref attachTexture1D(), @ref attachTexture2D(),
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* @ref attachCubeMapTexture(), @ref attachTexture3D()
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*/
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class ColorAttachment {
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friend class Framebuffer;
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public:
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/**
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* @brief Constructor
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* @param id Color attachment ID
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*
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* @requires_gles30 %Extension @es_extension{NV,fbo_color_attachments}
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* is required for @p id greater than 0 in OpenGL ES 2.0
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*/
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constexpr explicit ColorAttachment(UnsignedInt id): attachment(GL_COLOR_ATTACHMENT0 + id) {}
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#ifndef DOXYGEN_GENERATING_OUTPUT
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constexpr explicit operator GLenum() const { return attachment; }
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#endif
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private:
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GLenum attachment;
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};
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/**
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* @brief Draw attachment
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*
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* @see @ref mapForDraw()
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*/
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class DrawAttachment {
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public:
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/** @brief No attachment */
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static const DrawAttachment None;
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/** @brief Color attachment */
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constexpr /*implicit*/ DrawAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {}
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#ifndef DOXYGEN_GENERATING_OUTPUT
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constexpr explicit operator GLenum() const { return attachment; }
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#endif
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private:
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constexpr explicit DrawAttachment(GLenum attachment): attachment(attachment) {}
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GLenum attachment;
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};
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/**
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* @brief %Buffer attachment
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*
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* @see @ref attachRenderbuffer(), @ref attachTexture1D(),
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* @ref attachTexture2D(), @ref attachCubeMapTexture(),
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* @ref attachTexture3D()
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*/
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class MAGNUM_EXPORT BufferAttachment {
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public:
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/** @brief Depth buffer */
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static const BufferAttachment Depth;
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/** @brief Stencil buffer */
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static const BufferAttachment Stencil;
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* @brief Both depth and stencil buffer
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*
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* @requires_gles30 Combined depth and stencil attachment is
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* not available in OpenGL ES 2.0. Attach the same object
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* to both @ref Magnum::Framebuffer::BufferAttachment::Depth
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* "BufferAttachment::Depth" and @ref Magnum::Framebuffer::BufferAttachment::Stencil
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* "BufferAttachment::Stencil" instead.
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* @todo Support this in ES2 (bind to both depth and stencil internally)
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*/
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static const BufferAttachment DepthStencil;
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#endif
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/** @brief Color buffer */
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constexpr /*implicit*/ BufferAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {}
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#ifndef DOXYGEN_GENERATING_OUTPUT
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constexpr explicit operator GLenum() const { return attachment; }
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#endif
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private:
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constexpr explicit BufferAttachment(GLenum attachment): attachment(attachment) {}
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GLenum attachment;
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};
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/**
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* @brief Invalidation attachment
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*
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* @see @ref invalidate()
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* @requires_gl43 %Extension @extension{ARB,invalidate_subdata}
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* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer}
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* in OpenGL ES 2.0
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*/
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class InvalidationAttachment {
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public:
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/** @brief Invalidate depth buffer */
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static const InvalidationAttachment Depth;
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/** @brief Invalidate stencil buffer */
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static const InvalidationAttachment Stencil;
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/** @brief Invalidate color buffer */
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constexpr /*implicit*/ InvalidationAttachment(Framebuffer::ColorAttachment attachment): attachment(GLenum(attachment)) {}
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#ifndef DOXYGEN_GENERATING_OUTPUT
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constexpr explicit operator GLenum() const { return attachment; }
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#endif
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private:
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constexpr explicit InvalidationAttachment(GLenum attachment): attachment(attachment) {}
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GLenum attachment;
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};
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/**
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* @brief Status
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*
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* @see @ref checkStatus()
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*/
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enum class Status: GLenum {
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/** The framebuffer is complete */
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Complete = GL_FRAMEBUFFER_COMPLETE,
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/** Any of the attachment points are incomplete */
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IncompleteAttachment = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
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/** The framebuffer does not have at least one image attached to it */
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IncompleteMissingAttachment = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
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#ifndef MAGNUM_TARGET_GLES
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/** @todo Why exactly this is not needed? */
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/**
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* No object attached to any draw color attachment points
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* @requires_gl Not available in OpenGL ES.
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*/
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IncompleteDrawBuffer = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER,
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/**
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* No object attached to read color attachment point
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* @requires_gl Not available in OpenGL ES.
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*/
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IncompleteReadBuffer = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER,
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#endif
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/**
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* Combination of internal formats of the attached images violates
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* an implementation-dependent set of restrictions.
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*/
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Unsupported = GL_FRAMEBUFFER_UNSUPPORTED,
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/**
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* Sample count or locations are not the same for all attached
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* images.
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* @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_multisample},
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* @es_extension{APPLE,framebuffer_multisample},
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* @es_extension{EXT,multisampled_render_to_texture} or
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* @es_extension{NV,framebuffer_multisample} in OpenGL ES 2.0
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*/
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#ifndef MAGNUM_TARGET_GLES2
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IncompleteMultisample = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
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#else
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IncompleteMultisample = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE,
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Mismatched layered color attachments
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* @requires_gl Geometry shaders are not available in OpenGL ES.
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*/
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IncompleteLayerTargets = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
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#endif
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};
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/** @todo `GL_MAX_FRAMEBUFFER_WIDTH` etc. when @extension{ARB,framebuffer_no_attachments} is done */
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/**
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* @brief Max supported color attachment count
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If ES extension @extension{NV,fbo_color_attachments}
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* is not available, returns `0`.
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* @see @ref mapForDraw(), @fn_gl{Get} with @def_gl{MAX_COLOR_ATTACHMENTS}
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*/
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static Int maxColorAttachments();
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/**
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* @brief Constructor
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*
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* Generates new OpenGL framebuffer.
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* @see @ref setViewport(), @fn_gl{GenFramebuffers}
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*/
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explicit Framebuffer(const Range2Di& viewport);
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/** @brief Copying is not allowed */
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Framebuffer(const Framebuffer&) = delete;
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/** @brief Move constructor */
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Framebuffer(Framebuffer&& other) noexcept;
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/**
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* @brief Destructor
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*
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* Deletes associated OpenGL framebuffer.
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* @see @fn_gl{DeleteFramebuffers}
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*/
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~Framebuffer();
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/** @brief Copying is not allowed */
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Framebuffer& operator=(const Framebuffer&) = delete;
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/** @brief Move assignment */
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Framebuffer& operator=(Framebuffer&& other) noexcept;
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/** @brief OpenGL framebuffer ID */
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GLuint id() const { return _id; }
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/**
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* @brief %Framebuffer label
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*
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* The result is *not* cached, repeated queries will result in repeated
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* OpenGL calls. If neither @extension{KHR,debug} nor
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* @extension2{EXT,debug_label} desktop or ES extension is available,
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|
|
* this function returns empty string.
|
|
|
|
|
* @see @fn_gl{GetObjectLabel} or
|
|
|
|
|
* @fn_gl_extension2{GetObjectLabel,EXT,debug_label} with
|
|
|
|
|
* @def_gl{FRAMEBUFFER}
|
|
|
|
|
*/
|
|
|
|
|
std::string label() const;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set framebuffer label
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Default is empty string. If neither @extension{KHR,debug} nor
|
|
|
|
|
* @extension2{EXT,debug_label} desktop or ES extension is available,
|
|
|
|
|
* this function does nothing.
|
|
|
|
|
* @see @ref maxLabelLength(), @fn_gl{ObjectLabel} or
|
|
|
|
|
* @fn_gl_extension2{LabelObject,EXT,debug_label} with
|
|
|
|
|
* @def_gl{FRAMEBUFFER}
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& setLabel(const std::string& label);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Check framebuffer status
|
|
|
|
|
* @param target Target for which check the status
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @fn_gl{BindFramebuffer}, @fn_gl{CheckFramebufferStatus} or
|
|
|
|
|
* @fn_gl_extension{CheckNamedFramebufferStatus,EXT,direct_state_access}
|
|
|
|
|
*/
|
|
|
|
|
Status checkStatus(FramebufferTarget target);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Map shader output to attachments
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* @p attachments is list of shader outputs mapped to framebuffer
|
|
|
|
|
* color attachment IDs. %Shader outputs which are not listed are not
|
|
|
|
|
* used, you can achieve the same by passing @ref Framebuffer::DrawAttachment::None
|
|
|
|
|
* as color attachment ID. Example usage:
|
|
|
|
|
* @code
|
|
|
|
|
* framebuffer.mapForDraw({{MyShader::ColorOutput, Framebuffer::ColorAttachment(0)},
|
|
|
|
|
* {MyShader::NormalOutput, Framebuffer::DrawAttachment::None}});
|
|
|
|
|
* @endcode
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebufferbuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @ref maxDrawBuffers(), @ref maxDualSourceDrawBuffers(),
|
|
|
|
|
* @ref maxColorAttachments(), @ref mapForRead(),
|
|
|
|
|
* @fn_gl{BindFramebuffer}, @fn_gl{DrawBuffers} or
|
|
|
|
|
* @fn_gl_extension{FramebufferDrawBuffers,EXT,direct_state_access}
|
|
|
|
|
* @requires_gles30 %Extension @es_extension2{NV,draw_buffers,GL_NV_draw_buffers}
|
|
|
|
|
* in OpenGL ES 2.0
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& mapForDraw(std::initializer_list<std::pair<UnsignedInt, DrawAttachment>> attachments);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Map shader output to attachment
|
|
|
|
|
* @param attachment Draw attachment
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Similar to above function, can be used in cases when shader has
|
|
|
|
|
* only one (unnamed) output.
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebufferbuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @ref maxColorAttachments(), @ref mapForRead(),
|
|
|
|
|
* @fn_gl{BindFramebuffer}, @fn_gl{DrawBuffer} or
|
|
|
|
|
* @fn_gl_extension{FramebufferDrawBuffer,EXT,direct_state_access},
|
|
|
|
|
* @fn_gl{DrawBuffers} in OpenGL ES 3.0
|
|
|
|
|
* @requires_gles30 %Extension @es_extension2{NV,draw_buffers,GL_NV_draw_buffers}
|
|
|
|
|
* in OpenGL ES 2.0
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& mapForDraw(DrawAttachment attachment);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Map given color attachment for reading
|
|
|
|
|
* @param attachment Color attachment
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebufferbuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @ref mapForDraw(), @fn_gl{BindFramebuffer}, @fn_gl{ReadBuffer}
|
|
|
|
|
* or @fn_gl_extension{FramebufferReadBuffer,EXT,direct_state_access}
|
|
|
|
|
* @requires_gles30 %Extension @es_extension2{NV,read_buffer,GL_NV_read_buffer}
|
|
|
|
|
* in OpenGL ES 2.0
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& mapForRead(ColorAttachment attachment);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Invalidate framebuffer
|
|
|
|
|
* @param attachments Attachments to invalidate
|
|
|
|
|
*
|
|
|
|
|
* The framebuffer is bound to some target before the operation, if
|
|
|
|
|
* not already.
|
|
|
|
|
* @see @fn_gl{InvalidateFramebuffer} or @fn_gles_extension{DiscardFramebuffer,EXT,discard_framebuffer}
|
|
|
|
|
* on OpenGL ES 2.0
|
|
|
|
|
* @requires_gl43 %Extension @extension{ARB,invalidate_subdata}. Use
|
|
|
|
|
* @ref Magnum::Framebuffer::clear() "clear()" instead where the
|
|
|
|
|
* extension is not supported.
|
|
|
|
|
* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer}
|
|
|
|
|
* in OpenGL ES 2.0. Use @ref Magnum::Framebuffer::clear() "clear()"
|
|
|
|
|
* instead where the extension is not supported.
|
|
|
|
|
*/
|
|
|
|
|
void invalidate(std::initializer_list<InvalidationAttachment> attachments);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Invalidate framebuffer rectangle
|
|
|
|
|
* @param attachments Attachments to invalidate
|
|
|
|
|
* @param rectangle %Rectangle to invalidate
|
|
|
|
|
*
|
|
|
|
|
* The framebuffer is bound to some target before the operation, if
|
|
|
|
|
* not already.
|
|
|
|
|
* @see @fn_gl{InvalidateSubFramebuffer} or @fn_gles_extension{DiscardSubFramebuffer,EXT,discard_framebuffer}
|
|
|
|
|
* on OpenGL ES 2.0
|
|
|
|
|
* @requires_gl43 %Extension @extension{ARB,invalidate_subdata}. Use
|
|
|
|
|
* @ref Magnum::Framebuffer::clear() "clear()" instead where the
|
|
|
|
|
* extension is not supported.
|
|
|
|
|
* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer}
|
|
|
|
|
* in OpenGL ES 2.0. Use @ref Magnum::Framebuffer::clear() "clear()"
|
|
|
|
|
* instead where the extension is not supported.
|
|
|
|
|
*/
|
|
|
|
|
void invalidate(std::initializer_list<InvalidationAttachment> attachments, const Range2Di& rectangle);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Attach renderbuffer to given buffer
|
|
|
|
|
* @param attachment %Buffer attachment
|
|
|
|
|
* @param renderbuffer %Renderbuffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebufferbuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @fn_gl{BindFramebuffer}, @fn_gl{FramebufferRenderbuffer} or
|
|
|
|
|
* @fn_gl_extension{NamedFramebufferRenderbuffer,EXT,direct_state_access}
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachRenderbuffer(BufferAttachment attachment, Renderbuffer& renderbuffer);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @brief Attach texture to given buffer
|
|
|
|
|
* @param attachment %Buffer attachment
|
|
|
|
|
* @param texture Texture
|
|
|
|
|
* @param level Mip level
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebufferbuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @ref attachCubeMapTexture(), @fn_gl{BindFramebuffer},
|
|
|
|
|
* @fn_gl2{FramebufferTexture1D,FramebufferTexture} or
|
|
|
|
|
* @fn_gl_extension{NamedFramebufferTexture1D,EXT,direct_state_access}
|
|
|
|
|
* @requires_gl Only 2D and 3D textures are available in OpenGL ES.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTexture(BufferAttachment attachment, Texture1D& texture, Int level);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Attach texture to given buffer
|
|
|
|
|
* @param attachment %Buffer attachment
|
|
|
|
|
* @param texture Texture
|
|
|
|
|
* @param level Mip level
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebufferbuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @ref attachCubeMapTexture(), @fn_gl{BindFramebuffer},
|
|
|
|
|
* @fn_gl2{FramebufferTexture2D,FramebufferTexture} or
|
|
|
|
|
* @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access}
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTexture(BufferAttachment attachment, Texture2D& texture, Int level);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/** @overload
|
|
|
|
|
* @requires_gl31 %Extension @extension{ARB,texture_rectangle}
|
|
|
|
|
* @requires_gl Rectangle textures are not available in OpenGL ES.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTexture(BufferAttachment attachment, RectangleTexture& texture, Int level);
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @requires_gl32 %Extension @extension{ARB,texture_multisample}
|
|
|
|
|
* @requires_gl Multisample textures are not available in OpenGL ES.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTexture(BufferAttachment attachment, MultisampleTexture2D& texture, Int level);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Attach cube map texture to given buffer
|
|
|
|
|
* @param attachment %Buffer attachment
|
|
|
|
|
* @param texture Cube map texture
|
|
|
|
|
* @param coordinate Cube map coordinate
|
|
|
|
|
* @param level Mip level
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebufferbuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @ref attachTexture2D(), @fn_gl{BindFramebuffer},
|
|
|
|
|
* @fn_gl2{FramebufferTexture2D,FramebufferTexture} or
|
|
|
|
|
* @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access}
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachCubeMapTexture(BufferAttachment attachment, CubeMapTexture& texture, CubeMapTexture::Coordinate coordinate, Int level);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Attach texture layer to given buffer
|
|
|
|
|
* @param attachment %Buffer attachment
|
|
|
|
|
* @param texture Texture
|
|
|
|
|
* @param level Mip level
|
|
|
|
|
* @param layer Layer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If @extension{EXT,direct_state_access} is not available and the
|
|
|
|
|
* framebufferbuffer is not currently bound, it is bound before the
|
|
|
|
|
* operation.
|
|
|
|
|
* @see @fn_gl{BindFramebuffer}, @fn_gl2{FramebufferTextureLayer,FramebufferTexture}
|
|
|
|
|
* or @fn_gl_extension{NamedFramebufferTextureLayer,EXT,direct_state_access},
|
|
|
|
|
* @fn_gles_extension{FramebufferTexture3D,OES,texture_3D} in OpenGL ES 2.0
|
|
|
|
|
* @requires_gles30 %Extension @es_extension{OES,texture_3D} in OpenGL
|
|
|
|
|
* ES 2.0
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTextureLayer(BufferAttachment attachment, Texture3D& texture, Int level, Int layer);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/** @overload
|
|
|
|
|
* @requires_gl30 %Extension @extension{EXT,texture_array}
|
|
|
|
|
* @requires_gl Only 2D array textures are available in OpenGL ES.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTextureLayer(BufferAttachment attachment, Texture1DArray& texture, Int level, Int layer);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/** @overload
|
|
|
|
|
* @requires_gl30 %Extension @extension{EXT,texture_array}
|
|
|
|
|
* @requires_gles30 %Array textures are not available in OpenGL ES 2.0
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTextureLayer(BufferAttachment attachment, Texture2DArray& texture, Int level, Int layer);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/** @overload
|
|
|
|
|
* @requires_gl40 %Extension @extension{ARB,texture_cube_map_array}
|
|
|
|
|
* @requires_gl Cube map texture arrays are not available in OpenGL ES.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTextureLayer(BufferAttachment attachment, CubeMapTextureArray& texture, Int level, Int layer);
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @requires_gl32 %Extension @extension{ARB,texture_multisample}
|
|
|
|
|
* @requires_gl Multisample textures are not available in OpenGL ES.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTextureLayer(BufferAttachment attachment, MultisampleTexture2DArray& texture, Int level, Int layer);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief attachTexture()
|
|
|
|
|
* @deprecated Use one of @ref Magnum::Framebuffer::attachTexture() "attachTexture()" overloads instead.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTexture1D(BufferAttachment attachment, Texture1D& texture, Int level) {
|
|
|
|
|
return attachTexture(attachment, texture, level);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief attachTexture()
|
|
|
|
|
* @deprecated Use one of @ref Magnum::Framebuffer::attachTexture() "attachTexture()" overloads instead.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTexture2D(BufferAttachment attachment, Texture2D& texture, Int level);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief attachTextureLayer()
|
|
|
|
|
* @deprecated Use one of @ref Magnum::Framebuffer::attachTextureLayer() "attachTextureLayer()" overloads instead.
|
|
|
|
|
*/
|
|
|
|
|
Framebuffer& attachTexture3D(BufferAttachment attachment, Texture3D& texture, Int level, Int layer) {
|
|
|
|
|
return attachTextureLayer(attachment, texture, level, layer);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* Overloads to remove WTF-factor from method chaining order */
|
|
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
Framebuffer& setViewport(const Range2Di& rectangle) {
|
|
|
|
|
AbstractFramebuffer::setViewport(rectangle);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
void MAGNUM_LOCAL renderbufferImplementationDefault(BufferAttachment attachment, Renderbuffer& renderbuffer);
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void MAGNUM_LOCAL renderbufferImplementationDSA(BufferAttachment attachment, Renderbuffer& renderbuffer);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void MAGNUM_LOCAL texture1DImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint level);
|
|
|
|
|
void MAGNUM_LOCAL texture1DImplementationDSA(BufferAttachment attachment, GLuint textureId, GLint level);
|
|
|
|
|
#endif
|
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void MAGNUM_LOCAL texture2DImplementationDefault(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint level);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL texture2DImplementationDSA(BufferAttachment attachment, GLenum textureTarget, GLuint textureId, GLint level);
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#endif
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void MAGNUM_LOCAL textureLayerImplementationDefault(BufferAttachment attachment, GLuint textureId, GLint level, GLint layer);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL textureLayerImplementationDSA(BufferAttachment attachment, GLuint textureId, GLint level, GLint layer);
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#endif
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};
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/** @debugoperator{DefaultFramebuffer} */
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Debug MAGNUM_EXPORT operator<<(Debug debug, Framebuffer::Status value);
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inline Framebuffer::Framebuffer(Framebuffer&& other) noexcept {
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_id = other._id;
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_viewport = other._viewport;
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other._id = 0;
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other._viewport = {};
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}
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inline Framebuffer& Framebuffer::operator=(Framebuffer&& other) noexcept {
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std::swap(_id, other._id);
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std::swap(_viewport, other._viewport);
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return *this;
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}
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}
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#endif
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