You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

385 lines
14 KiB

#ifndef Magnum_DefaultFramebuffer_h
#define Magnum_DefaultFramebuffer_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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.
*/
/** @file
* @brief Class Magnum::DefaultFramebuffer
*/
#include "AbstractFramebuffer.h"
namespace Magnum {
/**
@brief Default framebuffer
Default framebuffer, i.e. the actual screen surface. It is automatically
created when Context is created and it is available through global variable
@ref defaultFramebuffer. It is by default mapped to whole screen surface.
@section DefaultFramebuffer-usage Usage
When you are using only the default framebuffer, the usage is simple. You
must ensure that it is properly resized when application surface is resized,
i.e. you must pass the new size in your @ref Platform::GlutApplication::viewportEvent() "viewportEvent()"
implementation, for example:
@code
void viewportEvent(const Vector2i& size) {
defaultFramebuffer.setViewport({}, size);
// ...
}
@endcode
Next thing you probably want is to clear all used buffers before performing
any drawing in your @ref Platform::GlutApplication::drawEvent() "drawEvent()"
implementation, for example:
@code
void drawEvent() {
defaultFramebuffer.clear(AbstractFramebuffer::Clear::Color|AbstractFramebuffer::Clear::Depth);
// ...
}
@endcode
See Framebuffer documentation for more involved usage, usage of non-default or
multiple framebuffers.
@section DefaultFramebuffer-performance-optimization Performance optimizations
See also @ref AbstractFramebuffer-performance-optimization "relevant section in AbstractFramebuffer".
If extension @extension{EXT,direct_state_access} is available, functions
mapForDraw() and mapForRead() use DSA to avoid unnecessary calls to
@fn_gl{BindFramebuffer}. See their respective documentation for more
information.
*/
class MAGNUM_EXPORT DefaultFramebuffer: public AbstractFramebuffer {
friend class Context;
public:
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Draw attachment
*
* @see mapForDraw()
* @requires_gles30 Draw attachments for default framebuffer are
* available only in OpenGL ES 3.0.
*/
enum class DrawAttachment: GLenum {
/** Don't use the output. */
None = GL_NONE,
#ifndef MAGNUM_TARGET_GLES
/**
* Write output to front left buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
FrontLeft = GL_FRONT_LEFT,
/**
* Write output to front right buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
FrontRight = GL_FRONT_RIGHT,
/**
* Write output to back left buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
BackLeft = GL_BACK_LEFT,
/**
* Write output to back right buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
BackRight = GL_BACK_RIGHT,
#endif
/**
* Write output to back buffer.
*
* On desktop OpenGL, this is equal to @ref DrawAttachment "DrawAttachment::BackLeft".
*/
#ifdef MAGNUM_TARGET_GLES
Back = GL_BACK,
#else
Back = GL_BACK_LEFT,
#endif
/**
* Write output to front buffer.
*
* On desktop OpenGL, this is equal to @ref DrawAttachment "DrawAttachment::FrontLeft".
*/
#ifdef MAGNUM_TARGET_GLES
Front = GL_FRONT
#else
Front = GL_FRONT_LEFT
#endif
};
#endif
/**
* @brief Read attachment
*
* @see mapForRead()
* @requires_gles30 %Extension @es_extension2{NV,read_buffer,GL_NV_read_buffer}
*/
enum class ReadAttachment: GLenum {
/** Don't read from any buffer */
None = GL_NONE,
#ifndef MAGNUM_TARGET_GLES
/**
* Read from front left buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
FrontLeft = GL_FRONT_LEFT,
/**
* Read from front right buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
FrontRight = GL_FRONT_RIGHT,
/**
* Read from back left buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
BackLeft = GL_BACK_LEFT,
/**
* Read from back right buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
BackRight = GL_BACK_RIGHT,
/**
* Read from left buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
Left = GL_LEFT,
/**
* Read from right buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
Right = GL_RIGHT,
#endif
/** Read from back buffer. */
Back = GL_BACK,
/**
* Read from front buffer.
* @requires_es_extension %Extension @es_extension2{NV,read_buffer_front,GL_NV_read_buffer}
*/
Front = GL_FRONT
#ifndef MAGNUM_TARGET_GLES
,
/**
* Read from front and back buffer.
* @requires_gl In OpenGL ES you must specify either
* @ref Magnum::DefaultFramebuffer::ReadAttachment "ReadAttachment::Front"
* or @ref Magnum::DefaultFramebuffer::ReadAttachment "ReadAttachment::Back".
*/
FrontAndBack = GL_FRONT_AND_BACK
#endif
};
/**
* @brief Invalidation attachment
*
* @see invalidate()
* @requires_gl43 %Extension @extension{ARB,invalidate_subdata}
* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer}
*/
enum class InvalidationAttachment: GLenum {
#ifndef MAGNUM_TARGET_GLES
/**
* Invalidate front left buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
FrontLeft = GL_FRONT_LEFT,
/**
* Invalidate front right buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
FrontRight = GL_FRONT_RIGHT,
/**
* Invalidate back left buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
BackLeft = GL_BACK_LEFT,
/**
* Invalidate back right buffer.
* @requires_gl Stereo rendering is not available in OpenGL ES.
*/
BackRight = GL_BACK_RIGHT,
#endif
/** Invalidate color buffer. */
#ifndef MAGNUM_TARGET_GLES2
Color = GL_COLOR,
#else
Color = GL_COLOR_EXT,
#endif
/** Invalidate depth bufer. */
#ifndef MAGNUM_TARGET_GLES2
Depth = GL_DEPTH,
#else
Depth = GL_DEPTH_EXT,
#endif
/** Invalidate stencil buffer. */
#ifndef MAGNUM_TARGET_GLES2
Stencil = GL_STENCIL
#else
Stencil = GL_STENCIL_EXT
#endif
};
explicit MAGNUM_LOCAL DefaultFramebuffer();
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Map shader outputs to buffer attachment
* @return Pointer to self (for method chaining)
*
* @p attachments is list of shader outputs mapped to buffer
* attachments. %Shader outputs which are not listed are not used, you
* can achieve the same by passing @ref DrawAttachment "DrawAttachment::None"
* as attachment. Example usage:
* @code
* framebuffer.mapForDraw({{MyShader::ColorOutput, DefaultFramebuffer::DrawAttachment::BackLeft},
* {MyShader::NormalOutput, DefaultFramebuffer::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 mapForRead(), @fn_gl{BindFramebuffer}, @fn_gl{DrawBuffers} or
* @fn_gl_extension{FramebufferDrawBuffers,EXT,direct_state_access}
* @requires_gles30 Draw attachments for default framebuffer are
* available only in OpenGL ES 3.0.
*/
DefaultFramebuffer* mapForDraw(std::initializer_list<std::pair<UnsignedInt, DrawAttachment>> attachments);
/**
* @brief Map shader output to buffer attachment
* @param attachment %Buffer attachment
* @return Pointer 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 mapForRead(), @fn_gl{BindFramebuffer}, @fn_gl{DrawBuffer} or
* @fn_gl_extension{FramebufferDrawBuffer,EXT,direct_state_access}
* @requires_gles30 Draw attachments for default framebuffer are
* available only in OpenGL ES 3.0.
*/
inline DefaultFramebuffer* mapForDraw(DrawAttachment attachment) {
(this->*drawBufferImplementation)(static_cast<GLenum>(attachment));
return this;
}
#endif
/**
* @brief Map given attachment for reading
* @param attachment %Buffer attachment
* @return Pointer 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 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}
*/
inline DefaultFramebuffer* mapForRead(ReadAttachment attachment) {
(this->*readBufferImplementation)(static_cast<GLenum>(attachment));
return this;
}
/**
* @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
14 years ago
* @requires_gl43 %Extension @extension{ARB,invalidate_subdata}. Use
* clear() instead where the extension is not supported.
* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer}.
* Use 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
14 years ago
* @requires_gl43 %Extension @extension{ARB,invalidate_subdata}. Use
* clear() instead where the extension is not supported.
* @requires_gles30 %Extension @es_extension{EXT,discard_framebuffer}.
* Use clear() instead where the extension is not supported.
*/
void invalidate(std::initializer_list<InvalidationAttachment> attachments, const Rectanglei& rectangle);
/* Overloads to remove WTF-factor from method chaining order */
#ifndef DOXYGEN_GENERATING_OUTPUT
inline DefaultFramebuffer* setViewport(const Rectanglei& rectangle) {
AbstractFramebuffer::setViewport(rectangle);
return this;
}
#endif
private:
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
};
/** @brief Default framebuffer instance */
extern DefaultFramebuffer MAGNUM_EXPORT defaultFramebuffer;
}
#endif