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#ifndef Magnum_Framebuffer_h
#define Magnum_Framebuffer_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Framebuffer
*/
#include "BufferedImage.h"
#include "CubeMapTexture.h"
#include "Image.h"
#include "Renderbuffer.h"
#include "Set.h"
namespace Magnum {
/** @ingroup textures
@brief %Framebuffer
Provides operations with framebuffers (configuring, clearing, blitting...) and
creation and attaching of named framebuffers.
*/
class MAGNUM_EXPORT Framebuffer {
Framebuffer(const Framebuffer& other) = delete;
Framebuffer(Framebuffer&& other) = delete;
Framebuffer& operator=(const Framebuffer& other) = delete;
Framebuffer& operator=(Framebuffer&& other) = delete;
public:
/**
* @brief Features
*
* If not specified otherwise, all features are disabled by default.
* @see setFeature()
*/
enum class Feature: GLenum {
AlphaBlending = GL_BLEND, /**< Alpha blending */
#ifndef MAGNUM_TARGET_GLES
/**
* Depth clamping. If enabled, ignores near and far clipping plane.
* @requires_gl
* @requires_gl32 Extension @extension{ARB,depth_clamp}
*/
DepthClamp = GL_DEPTH_CLAMP,
#endif
DepthTest = GL_DEPTH_TEST, /**< Depth test */
StencilTest = GL_STENCIL_TEST, /**< Stencil test */
Dithering = GL_DITHER, /**< Dithering (enabled by default) */
FaceCulling = GL_CULL_FACE /**< Back face culling */
};
/**
* @brief Mask for clearing
*
* @see ClearMask, clear(), clear(ClearMask)
*/
enum class Clear: GLbitfield {
Color = GL_COLOR_BUFFER_BIT, /**< Color */
Depth = GL_DEPTH_BUFFER_BIT, /**< Depth value */
Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil value */
};
typedef Set<Clear, GLbitfield> ClearMask; /**< @brief Mask for clearing */
/**
* @brief %Framebuffer target
*
* @see bind(), bindDefault()
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
enum class Target: GLenum {
#ifndef MAGNUM_TARGET_GLES
/**
* For reading only.
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_blit}
*/
Read = GL_READ_FRAMEBUFFER,
/**
* For drawing only.
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_blit}
*/
Draw = GL_DRAW_FRAMEBUFFER,
#endif
ReadDraw = GL_FRAMEBUFFER /**< For both reading and drawing. */
};
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Draw attachment for default framebuffer
*
* @see mapDefaultForDraw()
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
enum class DefaultDrawAttachment: GLenum {
None = GL_NONE, /**< Don't use the output. */
BackLeft = GL_BACK_LEFT, /**< Write output to back left framebuffer. */
BackRight = GL_BACK_RIGHT, /**< Write output to back right framebuffer. */
FrontLeft = GL_FRONT_LEFT, /**< Write output to front left framebuffer. */
FrontRight = GL_FRONT_RIGHT /**< Write output to front right framebuffer. */
};
/**
* @brief Read attachment for default framebuffer
*
* @see mapDefaultForRead()
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
enum class DefaultReadAttachment: GLenum {
FrontLeft = GL_FRONT_LEFT, /**< Read from front left framebuffer. */
FrontRight = GL_FRONT_RIGHT, /**< Read from front right framebuffer. */
BackLeft = GL_BACK_LEFT, /**< Read from back left framebuffer. */
BackRight = GL_BACK_RIGHT, /**< Read from back right framebuffer. */
Left = GL_LEFT, /**< Read from left framebuffers. */
Right = GL_RIGHT, /**< Read from right framebuffers. */
Front = GL_FRONT, /**< Read from front framebuffers. */
Back = GL_BACK, /**< Read from back framebuffers. */
FrontAndBack = GL_FRONT_AND_BACK /**< Read from front and back framebuffers. */
};
#endif
/**
* @brief Attachment for depth/stencil part of fragment shader output
*
* @see attachRenderbuffer(Target, DepthStencilAttachment, Renderbuffer*),
* attachTexture1D(Target, DepthStencilAttachment, Texture1D*, GLint),
* attachTexture2D(Target, DepthStencilAttachment, Texture2D*, GLint),
* attachCubeMapTexture(Target, DepthStencilAttachment, CubeMapTexture*, CubeMapTexture::Coordinate, GLint),
* attachTexture3D(Target, DepthStencilAttachment, Texture3D*, GLint)
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
enum class DepthStencilAttachment: GLenum {
Depth = GL_DEPTH_ATTACHMENT, /**< Depth output only. */
Stencil = GL_STENCIL_ATTACHMENT /**< Stencil output only. */
#ifndef MAGNUM_TARGET_GLES
,
/**
* Both depth and stencil output.
*/
DepthStencil = GL_DEPTH_STENCIL_ATTACHMENT
#endif
};
/**
* @brief Output mask for blitting
*
* Specifies which data are copied when performing blit operation
* using blit().
* @see BlitMask
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
enum class Blit: GLbitfield {
Color = GL_COLOR_BUFFER_BIT, /**< Color */
Depth = GL_DEPTH_BUFFER_BIT, /**< Depth value */
Stencil = GL_STENCIL_BUFFER_BIT /**< Stencil value */
};
/**
* @brief Output mask for blitting
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
typedef Set<Blit, GLbitfield> BlitMask;
/** @brief Set feature */
static void setFeature(Feature feature, bool enabled);
/**
* @brief Set clear color
*
* Initial value is `{0.0f, 0.0f, 0.0f, 1.0f}`.
*/
inline static void setClearColor(const Vector4& color) {
glClearColor(color.r(), color.g(), color.b(), color.a());
}
/**
* @brief Clear framebuffer
*
* Clears color buffer, depth and stencil buffer in currently active
* framebuffer. If depth or stencil test is not enabled, it doesn't
* clear these buffers.
*
* @see setFeature(), clear(ClearMask)
*/
inline static void clear() { glClear(static_cast<GLbitfield>(clearMask)); }
/**
* @brief Clear specified buffers in framebuffer
*
* @see clear()
*/
inline static void clear(ClearMask mask) { glClear(static_cast<GLbitfield>(mask)); }
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Set clear depth
*
* Initial value is `1.0`.
* @requires_gl See setClearDepth(GLfloat), which is supported in OpenGL ES.
*/
inline static void setClearDepth(GLdouble depth) { glClearDepth(depth); }
#endif
/**
* @overload
*
* @requires_gl41 Extension @extension{ARB,ES2_compatibility}
*/
inline static void setClearDepth(GLfloat depth) { glClearDepthf(depth); }
/**
* @brief Set clear stencil
*
* Initial value is `0`.
*/
inline static void setClearStencil(GLint stencil) { glClearStencil(stencil); }
/**
* @brief Set viewport size
*
* Call when window size changes.
* @see Camera::setViewport()
*/
static void setViewport(const Math::Vector2<GLint>& position, const Math::Vector2<GLsizei>& size);
/**
* @brief Bind default framebuffer to given target
* @param target %Target
*
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline static void bindDefault(Target target) {
glBindFramebuffer(static_cast<GLenum>(target), 0);
}
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Map given attachments of default framebuffer for drawing
* @param attachments Default attachments. If any value is
* DefaultAttachment::None, given output is not used.
*
* If used for mapping output of fragment shader, the order must be as
* specified by the shader (see AbstractShaderProgram documentation).
* If used for blit(), the order is not important. Each used attachment
* should have either renderbuffer or texture attached for writing to
* work properly.
* @see mapForDraw(), mapDefaultForRead()
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
static void mapDefaultForDraw(std::initializer_list<DefaultDrawAttachment> attachments);
/**
* @brief Map given attachment of default framebuffer for reading
* @param attachment Default attachment
*
* Each used attachment should have either renderbuffer or texture
* attached to work properly.
* @see mapForRead(), mapDefaultForDraw()
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline static void mapDefaultForRead(DefaultReadAttachment attachment) {
bindDefault(Target::Read);
glReadBuffer(static_cast<GLenum>(attachment));
}
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Copy block of pixels from read to draw framebuffer
* @param bottomLeft Bottom left coordinates of source rectangle
* @param topRight Top right coordinates of source rectangle
* @param destinationBottomLeft Bottom left coordinates of destination rectangle
* @param destinationTopRight Top right coordinates of destination
* rectangle
* @param blitMask Blit mask
* @param filter Interpolation applied if the image is
* stretched
*
* See mapForRead() / mapDefaultForRead() and mapForDraw() /
* mapDefaultForDraw() for binding particular framebuffer for reading
* and drawing. If multiple attachments are specified in mapForDraw()
* / mapDefaultForDraw(), the data are written to each of them.
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_blit}
*/
inline static void blit(const Math::Vector2<GLint>& bottomLeft, const Math::Vector2<GLint>& topRight, const Math::Vector2<GLint>& destinationBottomLeft, const Math::Vector2<GLint>& destinationTopRight, BlitMask blitMask, AbstractTexture::Filter filter) {
glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), destinationBottomLeft.x(), destinationBottomLeft.y(), destinationTopRight.x(), destinationTopRight.y(), static_cast<GLbitfield>(blitMask), static_cast<GLenum>(filter));
}
/**
* @brief Copy block of pixels from read to draw framebuffer
* @param bottomLeft Bottom left coordinates of source and
* destination rectangle
* @param topRight Top right coordinates of source and
* destination rectangle
* @param blitMask Blit mask
*
* Convenience function when source rectangle is the same as
* destination rectangle. As the image is copied pixel-by-pixel,
* no interpolation is needed and thus
* AbstractTexture::Filter::NearestNeighbor filtering is used by
* default.
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_blit}
*/
inline static void blit(const Math::Vector2<GLint>& bottomLeft, const Math::Vector2<GLint>& topRight, BlitMask blitMask) {
glBlitFramebuffer(bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), bottomLeft.x(), bottomLeft.y(), topRight.x(), topRight.y(), static_cast<GLbitfield>(blitMask), static_cast<GLenum>(AbstractTexture::Filter::NearestNeighbor));
}
#endif
/**
* @brief Read block of pixels from framebuffer to image
* @param offset Offset in the framebuffer
* @param dimensions Image dimensions
* @param components Color components
* @param type Data type
* @param image %Image where to put the data
*
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
static void read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& dimensions, AbstractImage::Components components, AbstractImage::ComponentType type, Image2D* image);
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Read block of pixels from framebuffer to buffered image
* @param offset Offset in the framebuffer
* @param dimensions Image dimensions
* @param components Color components
* @param type Data type
* @param image Buffered image where to put the data
* @param usage %Buffer usage
*
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
static void read(const Math::Vector2<GLint>& offset, const Math::Vector2<GLsizei>& dimensions, AbstractImage::Components components, AbstractImage::ComponentType type, BufferedImage2D* image, Buffer::Usage usage);
#endif
/**
* @brief Constructor
*
* Generates new OpenGL framebuffer.
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline Framebuffer() { glGenFramebuffers(1, &framebuffer); }
/**
* @brief Destructor
*
* Deletes associated OpenGL framebuffer.
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline ~Framebuffer() { glDeleteFramebuffers(1, &framebuffer); }
/**
* @brief Bind framebuffer
*
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void bind(Target target) {
glBindFramebuffer(static_cast<GLenum>(target), framebuffer);
}
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Map given color attachments of current framebuffer for drawing
* @param colorAttachments Color attachment IDs. If any value is -1,
* given output is not used.
*
* If used for mapping output of fragment shader, the order must be as
* specified by the shader (see AbstractShaderProgram documentation).
* If used for blit(), the order is not important. Each used attachment
* should have either renderbuffer or texture attached for writing to
* work properly.
* @see mapDefaultForDraw(), mapForRead()
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
void mapForDraw(std::initializer_list<int> colorAttachments);
/**
* @brief Map given color attachment of current framebuffer for reading
* @param colorAttachment Color attachment ID
*
* The color attachment should have either renderbuffer or texture
* attached for reading to work properly.
* @see mapDefaultForRead(), mapForDraw()
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void mapForRead(unsigned int colorAttachment) {
bind(Target::Read);
glReadBuffer(GL_COLOR_ATTACHMENT0 + colorAttachment);
}
#endif
/**
* @brief Attach renderbuffer to given framebuffer depth/stencil attachment
* @param target %Target
* @param depthStencilAttachment Depth/stencil attachment
* @param renderbuffer Renderbuffer
*
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachRenderbuffer(Target target, DepthStencilAttachment depthStencilAttachment, Renderbuffer* renderbuffer) {
/** @todo Check for internal format compatibility */
bind(target);
glFramebufferRenderbuffer(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), GL_RENDERBUFFER, renderbuffer->id());
}
/**
* @brief Attach renderbuffer to given framebuffer color attachment
* @param target %Target
* @param colorAttachment Color attachment ID (number between 0 and 15)
* @param renderbuffer Renderbuffer
*
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachRenderbuffer(Target target, unsigned int colorAttachment, Renderbuffer* renderbuffer) {
/** @todo Check for internal format compatibility */
bind(target);
glFramebufferRenderbuffer(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, GL_RENDERBUFFER, renderbuffer->id());
}
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Attach 1D texture to given framebuffer depth/stencil attachment
* @param target %Target
* @param depthStencilAttachment Depth/stencil attachment
* @param texture 1D texture
* @param mipLevel Mip level
*
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachTexture1D(Target target, DepthStencilAttachment depthStencilAttachment, Texture1D* texture, GLint mipLevel) {
/** @todo Check for internal format compatibility */
/** @todo Check for texture target compatibility */
bind(target);
glFramebufferTexture1D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel);
}
/**
* @brief Attach 1D texture to given framebuffer color attachment
* @param target %Target
* @param colorAttachment Color attachment ID (number between 0 and 15)
* @param texture 1D texture
* @param mipLevel Mip level
*
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachTexture1D(Target target, unsigned int colorAttachment, Texture1D* texture, GLint mipLevel) {
/** @todo Check for internal format compatibility */
/** @todo Check for texture target compatibility */
bind(target);
glFramebufferTexture1D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel);
}
#endif
/**
* @brief Attach 2D texture to given framebuffer depth/stencil attachment
* @param target %Target
* @param depthStencilAttachment Depth/stencil attachment
* @param texture 2D texture
* @param mipLevel Mip level. For rectangle textures it
* should be always 0.
*
* @see attachCubeMapTexture()
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachTexture2D(Target target, DepthStencilAttachment depthStencilAttachment, Texture2D* texture, GLint mipLevel) {
/** @todo Check for internal format compatibility */
/** @todo Check for texture target compatibility */
bind(target);
glFramebufferTexture2D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel);
}
/**
* @brief Attach 2D texture to given framebuffer color attachment
* @param target %Target
* @param colorAttachment Color attachment ID (number between 0 and 15)
* @param texture 2D texture
* @param mipLevel Mip level. For rectangle textures it
* should be always 0.
*
* @see attachCubeMapTexture()
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachTexture2D(Target target, unsigned int colorAttachment, Texture2D* texture, GLint mipLevel) {
/** @todo Check for internal format compatibility */
/** @todo Check for texture target compatibility */
bind(target);
glFramebufferTexture2D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel);
}
/**
* @brief Attach cube map texture to given framebuffer depth/stencil attachment
* @param target %Target
* @param depthStencilAttachment Depth/stencil attachment
* @param texture Cube map texture
* @param coordinate Cube map coordinate
* @param mipLevel Mip level
*
* @see attachTexture2D()
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachCubeMapTexture(Target target, DepthStencilAttachment depthStencilAttachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, GLint mipLevel) {
/** @todo Check for internal format compatibility */
bind(target);
glFramebufferTexture2D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(coordinate), texture->id(), mipLevel);
}
/**
* @brief Attach cube map texture to given framebuffer color attachment
* @param target %Target
* @param colorAttachment Color attachment ID (number between 0 and 15)
* @param texture Cube map texture
* @param coordinate Cube map coordinate
* @param mipLevel Mip level
*
* @see attachTexture2D()
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachCubeMapTexture(Target target, unsigned int colorAttachment, CubeMapTexture* texture, CubeMapTexture::Coordinate coordinate, GLint mipLevel) {
/** @todo Check for internal format compatibility */
bind(target);
glFramebufferTexture2D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(coordinate), texture->id(), mipLevel);
}
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Attach 3D texture to given framebuffer depth/stencil attachment
* @param target %Target
* @param depthStencilAttachment Depth/stencil attachment
* @param texture 3D texture
* @param mipLevel Mip level
* @param layer Layer of 2D image within a 3D texture
*
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachTexture3D(Target target, DepthStencilAttachment depthStencilAttachment, Texture3D* texture, GLint mipLevel, GLint layer) {
/** @todo Check for internal format compatibility */
/** @todo Check for texture target compatibility */
bind(target);
glFramebufferTexture3D(static_cast<GLenum>(target), static_cast<GLenum>(depthStencilAttachment), static_cast<GLenum>(texture->target()), texture->id(), mipLevel, layer);
}
/**
* @brief Attach 3D texture to given framebuffer color attachment
* @param target %Target
* @param colorAttachment Color attachment ID (number between 0 and 15)
* @param texture 3D texture
* @param mipLevel Mip level
* @param layer Layer of 2D image within a 3D texture.
*
* @requires_gl
* @requires_gl30 Extension @extension{EXT,framebuffer_object}
*/
inline void attachTexture3D(Target target, unsigned int colorAttachment, Texture3D* texture, GLint mipLevel, GLint layer) {
/** @todo Check for internal format compatibility */
/** @todo Check for texture target compatibility */
bind(target);
glFramebufferTexture3D(static_cast<GLenum>(target), GL_COLOR_ATTACHMENT0 + colorAttachment, static_cast<GLenum>(texture->target()), texture->id(), mipLevel, layer);
}
#endif
private:
static ClearMask clearMask;
GLuint framebuffer;
};
}
#endif